throbber
I, Mark D. Pesce, make the following Declaration pursuant to 28 U.S.C. § 1746:
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`1. I currently reside at 50 Rose Street, Chippendale NSW 2008, Australia.
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`2. I am providing this Declaration in connection with the six pending Inter
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`Partes review (IPR) proceedings currently instituted against five U.S.
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`Patents owned by Worlds, Inc. identified in ¶ 45 below. I have been
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`retained by Patent Owner Worlds, Inc. to provide my opinions in support of
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`its Responses to the Petitions for Inter Partes Review.
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`Background and Qualifications
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`3. My career as a software engineer, inventor and entrepreneur began after I
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`left the Massachusetts Institute of Technology in May 1982. While at MIT I
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`studied computer science, biology and psychology, three disciplines at the
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`core of virtual reality.
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`4. In 1984 I began working as a software engineer for a series of companies
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`deeply involved in the emerging area of data communications and
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`networking: GTE Telenet, which specialised in X.25 packet-switched
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`networks, an immediate forerunner to the Internet; International Data
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`Sciences, where I developed firmware for modems; Dynatech Corporation,
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`where I developed firmware for CSU/DSUs, forerunners to today’s DSL
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`modems; and Shiva Corporation, where I developed the software for our line
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`of dial-up networking devices.
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`5. In 1991 I founded Ono-Sendai Corporation, a technology startup pioneering
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`the development of consumer virtual reality systems. Before Ono-Sendai,
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`virtual reality systems cost hundreds of thousands of dollars. Using a
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`combination of off-the-shelf components and our own innovations, we
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`brought the price of a complete system down to around one thousand dollars.
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`6. Ono-Sendai’s key innovation was a low-cost sourceless orientation sensor,
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`which allowed precise measurement of the three axes of rotation - yaw, pitch
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`and roll - with a component that cost less than $1 in mass production
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`quantities. Ono-Sendai was granted US patent 5,526,022 for this invention.
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`7. On the basis of that innovation, in 1992 Ono-Sendai was invited to work
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`with Sega Corporation on the design of their Sega Virtua VR system, a low-
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`cost head-mounted display designed to be connected to their Sega Genesis
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`video gaming platform.
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`8. Leaving Ono-Sendai in the middle of 1993, I continued to pursue my own
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`work in networked virtual worlds, and at SIGGRAPH 1993 was first
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`exposed to the then-emerging global hypertext system known as the World
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`Wide Web.
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`9. Working with Tony Parisi, I developed the first virtual reality interface to
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`the World Wide Web. Known today as the Virtual Reality Modeling
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`Language (VRML), I was invited by Sir Tim Berners-Lee, the father of the
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`Web, to demonstrate our work at the First International Conference on the
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`World Wide Web, at CERN, in May 1994.
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`10. Within a few months, I had put together a consortium of academic and
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`commercial organisations interested in moving forward with VRML, and at
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`the Second International Conference on the World Wide Web, in Chicago in
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`November 1994, I presented the draft VRML 1.0 specification, co-authored
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`by myself, Tony Parisi, and Gavin Bell (now Gavin Andresen).
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`11. In 1995 I formed the VRML Architecture Group (VAG), to serve as a
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`steering body for the future technical development of VRML, overseeing an
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`open, competitive standards process that culminated with the introduction of
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`VRML 2.0, a fully interactive version of the language.
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`12. VRML 2.0 went through the ISO standards process, becoming VRML97,
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`ISO/IEC 147772-1:1997. VRML97 was accepted into the MPEG standards
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`process and became the 3D compositing layer of the MPEG-4 specification.
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`Between its availability in all major Web browsers and inclusion into
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`MPEG-4, VRML was until quite recently the most widely deployed
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`technology for networked virtual worlds ever developed.
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`13. In 1995, I wrote the textbook “VRML: Browsing & Building Cyberspace”,
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`which sold over 100,000 copies in six languages. As a result of that book, I
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`was invited to teach casually at San Francisco State University. In 1998 I
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`received an appointment as Visiting Professor at the USC School of Cinema-
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`Television, founding their well-regarded Interactive Media program.
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`14. In 2003, I moved to Sydney, Australia to found the Interactive Media and
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`Emerging Technologies program at the Australian Film Television and
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`Radio School. At both AFTRS and at USC I worked with a generation of
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`media creatives and producers to apply the lessons of interactivity to their
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`own works.
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`15. From 2005 to 2011, I served as panelist and judge on the Australian
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`Broadcasting Corporation’s hit series The New Inventors, celebrating the
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`best Australian inventors and their innovations.
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`16. In 2006, I received an appointment as Honorary Associate in the Digital
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`Cultures Program at the University of Sydney. In that role I teach casually
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`and advise faculty on course and curriculum development.
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`17. Over the years I have written several other books, including: VRML: Flying
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`Through the Web (1996), The Playful World: How Technology is
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`Transforming the Imagination (2000), and The Next Billion Seconds (2011).
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`I have published numerous book chapters, the most recent in The Gameful
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`World (2015), and have written hundreds of conference presentations, along
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`with many submissions to academic journals.
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`18. I run a small consultancy in Sydney - the Digital Growth Partnership - with a
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`range of clients in education, banking, government, and manufacturing. I
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`have a thriving business as a public speaker, and host two podcasts, which I
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`also produce: “This Week in Startups Australia” and “Lenovo ThinkFWD
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`CIO Series”. I am a sought-after commentator on technology for Australian
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`print and broadcast media, regularly appearing on “The Project” and ABC
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`News24.
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`19. My full curriculum vitae is attached to and is a part of this declaration.
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`Compensation
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`20. I am being compensated at my standard consulting rate of $450 per hour of
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`time. My compensation does not depend on the outcome of this proceeding,
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`and I have no financial interest in the outcome of this case.
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`Legal Standards to be Applied
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`21. I understand that in an inter partes review, the petitioner carries the burden
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`of proving patent claim invalidity by a preponderance of the evidence on a
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`claim-by-claim basis, based on either patents or printed publications. Each
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`claim is analyzed independently. It is my understanding that when a party
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`has the burden of proving a claim invalid by the preponderance of the
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`evidence, the party must show that it is more likely than not that the claim is
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`invalid.
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`22. I understand that a patent can be invalid for anticipation or for obviousness.
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`A patent claim is invalid as anticipated under § 102 of the patent statutes if a
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`single prior art reference discloses each and every limitation of the
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`invention. The single reference must disclose each and every limitation of
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`the asserted claims either expressly or inherently.
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`23. I understand that a limitation is found inherently within a reference only if
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`that limitation is necessarily disclosed by the reference. The mere fact that
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`something may result from a given set of circumstances is not sufficient to
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`show inherency, as inherency cannot be established by probabilities or
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`possibilities.
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`24. I further understand that material not expressly contained in a single prior art
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`document may still be considered for purposes of anticipation if that material
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`is incorporated by reference into the prior art document. To incorporate
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`matter by reference, the prior art document must particularly identify what
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`specific material it incorporates and clearly indicate where the material is
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`found. Mere reference to another prior art reference is not an incorporation
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`for purposes of anticipation.
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`25. I understand that under § 103 of the patent statutes, a patent claim may be
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`invalid as obvious in view of a combination of prior art references or in view
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`of a single prior art reference. Obviousness is determined from the
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`perspective of a hypothetical person of ordinary skill in the art. For the
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`purposes of obviousness, only analogous references are considered prior art.
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`Prior art is analogous if it is from the same field as the invention or if it is
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`reasonably relevant to the particular problem the inventor was trying to
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`solve.
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`26. I understand that an obviousness analysis involves three factual inquiries: (1)
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`the scope and content of the prior art, (2) differences between the prior art
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`and the claims at issue, and (3) the level of ordinary skill in the art.
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`27. In addition, I understand that a variety of factors are considered in
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`determining whether an invention would have been obvious to a person of
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`ordinary skill in the art. For example, a teaching, suggestion, or motivation
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`in the prior art that would have led a person of ordinary skill in the art to
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`modify a prior art reference or select multiple prior art references and
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`combine them in such a fashion as in the claimed invention, may render an
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`invention obvious. As well, a combination of elements that was obvious to
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`try, for example, in light of market pressures, may render an invention
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`obvious if there was a reasonable expectation of success. I understand that
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`other factors that may be considered in an obviousness analysis include the
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`following:
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`a. A combination of known elements using known methods may be
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`obvious when it does no more than create predictable results.
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`b. The simple substitution of one known element for another to obtain
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`predictable results.
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`c. The use of a known technique to improve similar device in the same
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`way.
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`d. Applying a known technique to a known device ready for
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`improvement to yield predictable results.
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`e. 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
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`incentives or other market forces if the variations would have been
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`predictable to one of ordinary skill in the art
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`28. I understand that an invention may not be obvious if the prior art
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`reference(s) teaches away from the proposed modification or combination of
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`prior art references. In addition, an invention may not obvious if the
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`proposed combination creates “unpredictable results.” Finally, an invention
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`may not obvious if the proposed modification or combination would render
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`the prior art device inoperable.
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`29. I further understand that a patent composed of several elements is not proved
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`obvious merely by demonstrating that each of its elements was
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`independently known in the prior art.
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`30. I also understand that secondary considerations can be taken into account
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`when analyzing whether a claim is obvious in view of the prior art.
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`Secondary considerations can include long-felt need, failure of others,
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`success by others, commercial success, commercial acquiescence
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`(licensing), professional approval, industry skepticism, teaching away,
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`unexpected results, copying, and laudatory statements by the infringer. I also
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`understand that the nexus between the secondary considerations and the
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`merits of the claimed invention should be considered in an obviousness
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`analysis. However, I further understand that evidence of non-obviousness
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`need only be reasonably commensurate with the scope of the claims. Each of
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`these secondary considerations weighs against a finding of obviousness.
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`The Technology at Issue and the Standard of a Person Of Ordinary Skill in
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`the Art (POSITA)
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`31. The five Worlds patents, which each share a common specification, relate to
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`methods, systems, and architecture for a three-dimensional, multiple-user,
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`interactive virtual world displaying avatars (which are three-dimensional
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`representations of users per the Worlds patents). In this architecture,
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`workstations (or clients) communicate with one or more virtual world
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`servers via a network (like a local area network or the internet). The clients
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`may also communicate with each other, such as in a peer-to-peer
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`architecture. Further, each client controls an avatar existing in the shared
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`virtual world, and can interact visually and/or through a chat function with
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`other users’ avatars. However, at the time of the earliest date of filing,
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`November 13, 1995 (corresponding to the filing date of U.S. provisional
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`patent application No. 60/020,296), the acknowledged rate for network
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`communications was 14.4 kbps (kilobits/second). This rate is identified in
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`each Worlds patent, including column 3, line 55 of the ‘690 patent. Though
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`not mentioned in the specification, 28.8 kbps modems were available in late
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`1995, though the actual transmission rate with a 28.8 kbps modem was
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`usually not 28.8 kbps due to other limitations, including those limitations
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`associated with the telephone lines in place and used for data transmission.
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`Further, the processing power of a client, such as a Windows-based PC, in
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`an average household was insufficient to receive positional updates for many
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`other avatars in the virtual world while maintaining an acceptable frame rate.
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`32. For this reason, the Worlds patents implemented forms of “crowd control”
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`on the server side and also on the client side. While there are a few different
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`implementations of “crowd control” discussed in the Worlds patents, one
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`server-side example of crowd control includes limiting the number N of
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`other avatars that a particular client will see and/or hear. The server therefore
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`limits the updates sent to that particular client to N other avatars. An
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`example of client-side crowd control includes the client setting a variable
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`N’, which indicates the number of other avatars that a client will see or hear.
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`The variable N’ may be less than N, in which case the client can select N’
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`avatars to see or hear from among the N avatars sent from the server. These
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`N or N’ avatars are selected by the server or client, respectively, based on
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`proximity, or may be selected on other variables. For example, avatars may
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`be filtered out from the display by user ID in combination with proximity.
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`On this background, I evaluated what I believe to be the proper standard for
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`the level of ordinary skill in the art at the relevant time.
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`33. I understand that the factors considered in determining the level of ordinary
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`skill in the art include education and experience of persons working in the
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`art, and the types of problems encountered in the art. Based on these factors,
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`in my opinion, a person of ordinary skill in the relevant art of the Worlds
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`patents as of late 1995 has at least a bachelor’s degree or equivalent in
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`computer science, with two or more years of experience in coding related to
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`both virtual environments and computer networking. For example, a person
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`of ordinary skill in the art (POSITA) would have education and/or
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`experience sufficient to understand the coding necessary to implement a
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`virtual world, including the message-based interactions between clients and
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`servers, bandwidth and processing limitations (for both servers and clients),
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`and graphics pipelines of a client for drawing entities in a virtual
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`environment.
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`34. My opinions contained in this declaration are given from the perspective of a
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`person of ordinary skill in the art at the time of the November 13, 1995 filing
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`of the U.S. provisional patent application No. 60/020,296, even if an opinion
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`is expressed in the present tense. I understand that the earliest related U.S.
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`non-provisional patent application No. 08/747,420 was filed on November
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`12, 1996. The standard for a POSITA as of November 12, 1996 is consistent
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`with the standard for a POSITA expressed in ¶ 33.
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`35. As of both November 13, 1995 and November 12, 1996, I satisfied the
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`standard of a person of ordinary skill in the art described above. Though I do
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`not possess a university degree, I have founded two postgraduate programs.
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`Further, as of 1995, I possessed more than 5 years of experience in the
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`computer graphics industry with an emphasis on virtual reality, 10 years of
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`experience in computer networking, had founded and been CEO of a
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`technology startup, invented VRML, and I had written a textbook on VRML
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`(with the foreword written by Sir Tim Berners-Lee). Thus, by 1995, I
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`possessed at least than the equivalent of a university degree in the field of
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`computer graphics, computer networking, and computer science.
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`36. I would like to provide further context for the state of the relevant art in late
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`1995.
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`37. When I started working in virtual reality - this would have been early 1991 -
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`there were very few solutions for real-time three dimensional graphics on
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`PC-class devices. Two exceptions were Virtus Walkthrough, an
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`architectural modeling and visualisation package published by the Virtus
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`Corporation of Cary, NC, and the networked tank game SPECTRE. Virtus
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`featured richly detailed virtual environments, while SPECTRE had a very
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`simplified world suitable for low-power computers.
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`38. In early 1992 a post to the USENET group sci.virtual-worlds announced a
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`breakthrough in computer graphics, with a simple 486-class PC able to
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`render tens of thousands of correctly lit and shaded polygons per second. At
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`the time, graphics professionals found these figures so unbelievable, some
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`took the opportunity to insult the researchers reporting these results. One
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`critic went so far as to suggest that someone had left a computer on, so that a
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`mischievous person could post that message to the entire group.
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`39. I was CEO of Ono-Sendai Corporation at the time, and deeply interested in
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`any technology that could make consumer VR a reality. I reached out to the
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`team responsible for the post. This team was from Canon Research Lab in
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`the UK. When they visited Silicon Valley a few months later, I secured both
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`a demo and one of the first licenses for their Renderware software package.
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`Ono-Sendai used Renderware to demonstrate the functionality of our
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`‘Sourceless Orientation Sensor’ (US Patent 5,022,526).
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`40. The transition to software based rendering for low-power computers cannot
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`be understated. Real time 3D graphics were - except for the examples given
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`above - essentially impossible to achieve on PC-class computers. There were
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`no 3D games (even Wolfenstein 3D wouldn’t be released until later in 1992,
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`and it used a variety of mathematical cheats to produce the illusion of a full
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`3D environment without having to go to the computational expense of
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`rendering that environment through a standard 3D graphics pipeline) and
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`there were certainly no networked 3D virtual worlds available to consumers.
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`The technological barriers at that time were insurmountable.
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`41. In December 1993, after I had left Ono-Sendai, I was working on what
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`would become the Virtual Reality Modeling Language (VRML) - a platform
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`for networked virtual worlds within the Web browser. Through a mutual
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`associate, I was introduced to Servan Keondjian and Kate Seekings, co-
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`founders of UK-based RealityLab, who had also developed a high-
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`performance software rendering engine. (The Canon and RealityLab
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`technical leads had been friends at university.)
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`42. I secured the first RealityLab license, and with this software library quickly
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`wrote the first VRML browser, finishing the work in early February 1994.
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`At this point, software-based 3D rendering was still not a commonly
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`accepted technique - it was only available in very few applications, most of
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`which used the Renderware software library.
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`43. Within a year, Microsoft Corporation had purchased RealityLab,
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`incorporating the technology into Direct3D, their high-performance software
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`architecture for 3D gaming and visualisation. Until the rise of the
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`smartphone, Direct3D was the most commonly used platform for real-time
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`3D computer graphics, because it brought those graphics to PCs with a very
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`wide range of capacities.
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`44. Before Direct3D - and before Renderware - 3D graphics were slow, hard,
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`expensive, and led to a poor user experience on consumer PCs. The
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`watershed years of 1994-1996 represent a fulcrum, as the entire world of
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`real-time computer graphics switched from 2D to 3D techniques, enabled by
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`this software rendering revolution.
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`Materials Considered
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`45. In forming my opinions, in addition to my knowledge and experience, I have
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`considered the following documents and things that I have obtained, or that
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`have been provided to me, as well as any other references cited herein that
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`may not be listed below:
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`a. The Worlds patents:
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`i. U.S. Patent No. 7,945,856 (the ‘856 patent)
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`ii. U.S. Patent No. 7,181,690 (the ‘690 patent)
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`iii. U.S. Patent No. 7,493,558 (the ‘558 patent)
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`iv. U.S. Patent No. 8,082,501 (the ‘501 patent)
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`v. U.S. Patent No. 8,145,998 (the ‘998 patent)
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`b. “RING: A Client-Server System for Multi-User Virtual
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`Environments” authored by Thomas A. Funkhouser (“Funkhouser” or
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`“Funkhouser ‘95”) (Ex. 1005)
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`c. Thomas A. Funkhouser, Adaptive Display Algorithm for Interactive
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`Frame Rates During Visualization of Complex Virtual Environments
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`(“Funkhouser ‘93”) (Ex. 1017)
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`d. U.S. Patent No. 5,659,691 issued to Durward et al. (“Durward”) (Ex.
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`1008)
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`e. U.S. Patent No. 5,021,976 to Wexelblat et al. (“Wexelblat”) (Ex.
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`1020)
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`f. A manual for the computer game Marathon (“Marathon”) (Ex. 1021)
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`g. U.S. Patent No. 5,777,621 to Schneider (“Schneider”) (Ex. 1019)
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`h. U.S. Patent No. 4,521,014 to Sitrick (“Sitrick”) (Ex. 1013)
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`i. David Tracey, Touring Virtual Reality Arcades, Int’l Herald Trib.
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`(Paris), May 7, 1993, at 8-9 (“Tracey”) (Ex. 1025)
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`j. Deposition Transcript of Dr. Michael Zyda of February 11-12, 2016
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`k. Portions of the Petitions for inter partes review in IPR2015-01264, -
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`01268, -01269, -01319, -01321, and -01325, the declarations of Dr.
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`Zyda (each labeled Ex. 1002) in support of the Petitions, and the
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`Institution Decisions issued by the U.S. Patent Trial and Appeal Board
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`(“PTAB” or “Board”) in these cases.
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`Claim Construction
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`46. I understand that for an unexpired patent, the Board will interpret claims
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`using the broadest reasonable interpretation as understood by one of
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`ordinary skill in the art and consistent with the disclosure, including the
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`specification and drawings.
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`47. However, for expired patents, I understand that the claim construction
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`standard is not according to the broadest reasonable interpretation. Rather, in
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`this situation, I understand that the Board’s review of the claims of an
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`expired patent is consistent with a district court’s standard; there, the words
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`of a claim “are generally given their ordinary and customary meaning” as
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`understood by a person of ordinary skill in the art in question at the time of
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`the invention.
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`48. Further, I understand that some of the Worlds patents being challenged may
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`expire before the Board is required to issue its final decisions in these cases,
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`and some of the Worlds patents are likely to expire after the Board issues its
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`final decisions. I provide my opinions on claim construction below, and will
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`identify if I believe that different constructions may result depending on
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`which claim construction standard is applied.
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`49. I reviewed Dr. Zyda’s proposed constructions for the following terms and
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`provide my opinions for his proposed construction below:
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`a. “avatar”
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`i. This term appears in each challenged Worlds patent, and
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`appears in many of the Worlds patents’ claims.
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`ii. I understand that Dr. Zyda has proposed a construction of “a
`
`graphical representation of a user.” See Zyda, pg. 259, ll. 13-22.
`
`iii. I agree in part with this proposed construction under either
`
`claim construction standard discussed above. I specifically
`
`disagree with Dr. Zyda’s decision to exclude “three-
`
`dimensional” from his proposed construction, however.
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`iv. According to the Worlds patents, the “avatar” is a three-
`
`dimensional representation of a user. The Worlds patents are
`
`consistent in this description and explain that “[e]ach avatar 18
`
`is a three dimensional figure chosen by a user to represent the
`
`user in the virtual world.” This quotation is in each Worlds
`
`patent, and can be found, for example, at the ‘690 patent at
`
`3:15-17. The Worlds patents also explain that “orientation is
`
`needed for rendering because the avatar images are three-
`
`dimensional and look different (in most cases) from different
`
`angles.” This quotation can be found at 6:9-11 of the ‘690
`
`patent. And the avatar databases 71 and 108 include “N two-
`
`dimensional panels, where the i-th panel is the view of the
`
`avatar from an angle of 360*i/N degrees.” This quotation comes
`
`from 7:38-40 of the ‘690 patent. By reading the Worlds patents
`
`in the context of 2D-vs-3D technology of 1993-1995, including
`
`those events that I have explained above in ¶¶ 36-44, it is clear
`
`that the “avatar” term used in the Worlds patents is a three-
`
`dimensional graphical representation of a user under either
`
`claim construction standard.
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`v. In the District Court’s claim construction order, the District
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`Court interpreted “avatar” as a “graphical representation of a
`
`user in three-dimensional form.” Ex. 2006 at 20-24. I agree
`
`with the District Court’s interpretation of this term, as
`
`explained above. I also understand and agree with the District
`
`Court’s statement that “the ‘crowd control’ issue at the heart of
`
`this patent is an issue implicated by the more complex three-
`
`dimensional system, as opposed to the two-dimensional
`
`systems that did not require as much strain on computing
`
`resources.” Ex. 2006 at 21.
`
`vi. I also understand Dr. Zyda’s testimony that an “avatar” did not
`
`refer to a Non-playing entity (NPE) or Non-playing character
`
`(NPC) as of 1995 or 1996. See Zyda, pg. 259, ln. 16 to pg. 260,
`
`ln. 16. Per Dr. Zyda, an avatar corresponds specifically to a
`
`person, and not to an AI character or to an object that does not
`
`correspond to a user/person. As of 1995 or 1996, I had not
`
`heard the term “avatar” used to refer to an NPC/NPE, and so I
`
`do not disagree with Dr. Zyda’s testimony.
`
`b. “determining”
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`i. This term appears in the challenged claims of the ‘856 patent,
`
`the ‘690 patent, the ‘558 patent, and the ‘501 patent. These
`
`claims include:
`
`1. ‘856 patent: claim 1
`
`2. ‘690 patent: claims 1 and 11 (Dr. Zyda contends that
`
`claims 6, 10, and 15 include limitations with similar
`
`meaning)
`
`3. ‘558 patent: claims 4 and 6
`
`4. ‘501 patent: claims 1, 12, and 14 (claim 12 recites
`
`“determine” rather than “determining”)
`
`5. As one example of how the “determining” term appears
`
`in the claims, the ‘690 patent claim 1 recites a step of
`
`“determining, from the received positions, a set of the
`
`other users’ avatars that are to be displayed to the first
`
`user … .” The use of the “determining” term in the ‘856
`
`patent and the ‘558 patent is very similar to the use in the
`
`‘690 patent, in that the “determining” is expressly based
`
`on positions or received positions in order to determine
`
`other avatars “to be displayed” in the claim language.
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`6. As a different example, the ‘501 patent claim 1 recites a
`
`step of “determining, by the client device, the displayable
`
`set of the other user avatars associated with the client
`
`device display.” Unlike in the ‘856, ‘690, and ‘558
`
`patents, the “determining” step here is not expressly
`
`based on positions or received positions, and is not for
`
`determining other avatars that are “to be displayed.”
`
`These changes in usage of “determining” indicate to me
`
`that Petitioner and Dr. Zyda have erred in trying to
`
`construe “determining” without further context of the
`
`language surrounding the “determining” terms. I believe
`
`a POSITA would have construed the full “determining”
`
`steps, rather than just this isolated term.
`
`ii. As I read Dr. Zyda’s declarations in each of these cases, it
`
`appears to me that he is proposing a common interpretation for
`
`“determining” in each of these cases, for each of the ‘856
`
`patent, the ‘690 patent, the ‘558 patent, and the ‘501 patent.
`
`Specifically, in ¶61 of Ex. 1002 in IPR2015-01264, he states
`
`that under the “broadest reasonable interpretation” standard,
`
`“determining” “at least includes executing a client process to
`

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`determine, from user positions received from the server, other
`
`users’ avatar(s) located within a point of view or perspective of
`
`the first user.”
`
`iii. I disagree that a POSITA would have reached this same
`
`interpretation. From a technical perspective, Dr. Zyda’s
`
`proposed construction does not make sense. Dr. Zyda appears
`
`to be using point of view and perspective to mean the same
`
`thing. To a POSITA, a “point of view” refers to the
`
`combination of position and orientation in a 3-dimensional
`
`space. This describes placement or coordinates of the virtual
`
`camera, the direction vector or look at value of the camera, and
`
`the orientation (pitch, yaw, and roll) relative to the direction
`
`vector. However, these values are insufficient to establish the
`
`portion of the virtual scene to be rendered. What is also
`
`necessary to render a virtual scene is a field of view, in
`
`combination with point of view.
`
`iv. Effectively, Dr. Zyda is characterizing the “determining” term
`
`as a client-based process of establishing a point of view (or
`
`perspective) of the first user, and then determining other
`

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`avatar(s) located within that point of view or perspective.
`
`Without a field of view, this determination cannot be achieved.
`
`v. Further, I disagree that “determining,” according to its use in
`
`the challenged patents, includes a point-of-view or a point-of-
`
`view plus field-of-view analysis performed at the client. I
`
`disagree with Dr. Zyda’s interpretation regardless of which
`
`claim construction standard applies to the Worlds patents. I also
`
`disagree that the “determining” term should be construed
`
`separately from the full context in which it appears in the
`
`claims.
`
`vi. I note that in Dr. Zyda’s discussion of the specification of the
`
`Worlds patents, he does not identify any instance in whi

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