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`IN THE UNITED STATES PATENT AND TRADEMARK OFFICE
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`BEFORE THE PATENT TRIAL AND APPEAL BOARD
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`In the Post Grant Review of:
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`U.S. Patent Nos.: 10,406,432
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`For: VIRTUAL IMAGE DISPLAY )
`PROGRAM,
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`VIRTUAL IMAGE DISPLAY
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`APPARATUS, AND
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`VIRTUAL IMAGE DISPLAY
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`METHOD
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`Mail Stop Patent Board
`Patent Trial and Appeal Board
`P.O. Box 1450
`Alexandria, VA 22313-1450
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`DECLARATION OF JOSEPH J. LaVIOLA, Ph.D.
`IN SUPPORT OF PETITION FOR POST GRANT REVIEW OF
`U.S. PATENT NO. 10,406,432
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`Supercell
`Exhibit 1003
`Page 1
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`I, Joseph J. LaViola, Ph.D., declare as follows:
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`I.
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`INTRODUCTION
`I have been asked by the party requesting this review, Supercell Oy
`1.
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`(“Petitioner”), to provide my expert opinions in support of the above-captioned
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`petition for post grant review of U.S. Patent No. 10,406,432 (the “‘432 patent”),
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`challenging the patentability of claims 1-9 of the ‘432 patent.
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`2.
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`3.
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`I currently hold the opinions set forth in this declaration.
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`In summary, it is my opinion that the references cited below render
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`obvious the challenged claims of the challenged patent. My detailed opinions on
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`the claims are set forth below.
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`II.
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`BACKGROUND AND QUALIFICATIONS
`4.
`I earned a Bachelor of Science degree in Computer Science from
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`Florida Atlantic University in 1996. I earned Masters of Science degrees in
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`Computer Science and Applied Mathematics from Brown University in 2000 and
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`2001, respectively. I earned a Ph.D. in Computer Science from Brown University
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`in 2005.
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`5.
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`I have over 20 years of experience working in the virtual reality
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`(“VR”) and augmented reality (“AR”) fields, as well as advancing and studying
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`three-dimensional (“3D”) interaction techniques and user interfaces for use in both
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`VR and AR environments.
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`1
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`Supercell
`Exhibit 1003
`Page 2
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`6.
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`I have been working as a professor in the computer science
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`department at the University of Central Florida (UCF) located in Orlando, FL since
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`January 2007. I am currently the Charles N. Millican Professor of Computer
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`Science and have held this position since 2018. Between 2012 and 2018 I was an
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`associate professor with tenure at UCF and was named the Charles N. Millican
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`Faculty Fellow and Associate Professor from 2015-2018 and the CAE Link
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`Professor and Associate Professor from 2012 to 2015. From 2007 to 2012 I was an
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`assistant professor of computer science at UCF and was named an SAIC Faculty
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`Fellow from 2010 thru 2012.
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`7.
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`I am the founding director of the Interactive Computing Experiences
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`Research Cluster which contains the Interactive Systems and User Experience
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`research lab that has been in operation since January 2007. As director of this lab, I
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`supervise over twelve graduate students, undergraduate students, and staff working
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`on various research projects in the general area of human-computer interaction
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`with specific interests in 3D user interfaces, 2D and 3D gesture recognition, virtual
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`and augmented reality, and human robot interaction. In addition, since 2013, I have
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`served as an Adjunct Associate Professor of Computer Science at Brown
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`University, located in Providence, Rhode Island and recently named a visiting
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`scholar in 2019.
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`2
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`Supercell
`Exhibit 1003
`Page 3
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`8.
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`I serve as Associate Editor for various journals in the area of human-
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`computer interaction, including the International Journal of Human-Computer
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`Studies and the Association for Computing Machinery’s Transactions on
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`Interactive Intelligent Systems. I served on the editorial board of the Institute of
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`Electrical and Electronics Engineers’
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`(“IEEE”) Computer Graphics &
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`Applications. I have also served as Program Chair for the IEEE Virtual Reality
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`conference and the IEEE Symposium on 3D User Interfaces.
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`9.
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`I have contributed to more than 40 peer-reviewed journal publications
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`and over 100 refereed conferences and workshop papers, the majority of which
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`deal with virtual and augmented reality and the study of 3D user interfaces. For
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`instance, I am the lead author of the second edition of the most comprehensive
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`textbook on 3D user interaction, entitled “3D User Interfaces: Theory and
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`Practice.” The first edition of this textbook came out in 2004 with the second
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`edition published in 2017. As part of that work, I analyzed many different types of
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`input and output hardware, 3D user interface techniques and methodologies, and
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`general topics related to virtual and augmented reality. Since the spring semester of
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`2008, I have used this book as the main text for CAP 6121, 3D User Interfaces for
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`Games and Virtual Reality, a graduate level course on all aspects of 3D user
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`interfaces. I have taught this course 13 times at UCF. The textbook, course
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`3
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`Supercell
`Exhibit 1003
`Page 4
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`instruction, and my research work in 3D user interfaces make me uniquely
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`qualified to opine on the patentability of the ‘432 patent.
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`10. My professional background and technical qualifications also are
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`reflected in my Curriculum Vitae, which is attached.
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`III. COMPENSATION AND RELATIONSHIP WITH PARTIES
`11.
`I am being compensated for my
`time
`in
`this matter. This
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`compensation is not contingent upon my performance, the outcome of this matter,
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`or any issues involved in or related to this matter.
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`12.
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`I have no financial interest in Petitioner or any related parties. I have
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`been informed that GREE, Inc. (“GREE”) owns the challenged patent. I have no
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`financial interest in and have no contact with GREE beyond the kinds of cursory
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`interactions I often have with game industry professionals at conferences. I
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`similarly have no financial interest in the challenged patent and have not had any
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`contact with the named inventors.
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`IV. MATERIAL CONSIDERED
`13.
`I have reviewed and considered, in the preparation of this declaration,
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`the following related to the challenged patents:
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`a.
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`The ‘432 patent (Ex. 1001) and the prosecution file history for
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`the ‘432 patent (Ex. 1002).
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`4
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`Supercell
`Exhibit 1003
`Page 5
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`14.
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`I understand that, for purposes of determining whether a reference
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`will qualify as prior art, the challenged claims of the challenged patent are entitled
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`to an effective filing date of no earlier than September 16, 2015.
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`15.
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`I have also reviewed and understand various references as discussed
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`herein, including the following:
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`a.
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`b.
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`U.S. Patent No. 9,392,212 to Ross (Ex. 1004, “Ross”).
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`Chris Lankford. Nov. 2000. “Effective eye-gaze input into
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`Windows.” In Proceedings of the 2000 symposium on Eye
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`tracking research & applications (ETRA ’00, Nov. 6-8, 2000).
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`Association for Computing Machinery, New York, NY, USA,
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`23–27. (Ex. 1005, “Lankford")
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`c.
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`U.S. Patent Pub. No. 20160093105 to Rimon et al. (Ex. 1006,
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`“Rimon”).
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`d.
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`“Unify Community” – Unity Game Engine Wiki – “Object
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`Label” Article (Ex. 1007, “ObjectLabel”).
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`e.
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`U.S. Patent Pub. No. 20150153913 to Ballard et al. (Ex. 1008,
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`“Ballard”).
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`16.
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`I understand that the above references form the basis for the ground
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`for invalidity set forth in the Petition for Post Grant Review of the challenged
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`patent.
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`5
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`Supercell
`Exhibit 1003
`Page 6
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`17. Additionally, I am aware of information generally available to, and
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`relied upon by, persons of ordinary skill in the art (POSITAs) as of the effective
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`filing date of the challenged patents, including computer games, technical
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`dictionaries and technical reference materials (including, for example, textbooks,
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`manuals, technical papers, articles, and relevant technical standards); some of my
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`statements below are expressly based on such awareness.
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`18.
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`I reserve the right to supplement my opinions to address any
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`information obtained, or positions taken, based on any new information that comes
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`to light throughout this proceeding.
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`V. BASIS OF OPINIONS FORMED
`A. Level of Ordinary Skill in the Art
`19.
`It is my understanding that the challenged patents are to be interpreted
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`based on how they would be read by a person of “ordinary skill in the art”
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`(“POSITA”) at the time of the effective filing date of the application. It is my
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`understanding that factors such as the education level of those working in the field,
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`the sophistication of the technology, the types of problems encountered in the art,
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`the prior art solutions to those problems, and the speed at which innovations are
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`made may help establish the level of skill in the art.
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`20.
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`I am familiar with the technology at issue and the state of the art at the
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`effective filing date of the challenged patents, September 16, 2015.
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`6
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`Supercell
`Exhibit 1003
`Page 7
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`21.
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`In my opinion, the level of ordinary skill in the art of the challenged
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`patents at the time of the effective filing date is a person with a bachelor’s degree
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`in game design/development, interactive media, computer science, computer
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`engineering, or a related field, with at least two years of professional experience
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`working in 3D user interfaces, virtual reality, or augmented reality. With more
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`education, such as additional graduate degrees or study, less professional
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`experience is needed to attain the ordinary level of skill. Similarly, with more
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`experiential knowledge of 3D user interfaces, such as experience developed while
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`creating human-computer interfaces, virtual reality interfaces, augmented reality
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`interfaces , immersive computer games, less professional experience is needed to
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`attain the ordinary level of skill.
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`22.
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`I consider myself to have at least such ordinary skill in the art with
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`respect to the subject matter of the challenged patents at the time of the effective
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`filing date.
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`VI. THE CHALLENGED PATENT
`23. The challenged patent is entitled “Virtual Image Display Program,
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`Virtual Image Display Apparatus, and Virtual Image Display Method.” The
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`challenged patent includes 9 claims, all of which are challenged in the Petition for
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`Post Grant Review of the challenged patent.
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`7
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`Supercell
`Exhibit 1003
`Page 8
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`
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`A.
`Purported Invention of the Challenged Patents
`24. The ‘432 patent discloses providing to-be-provided information
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`within a display area in a head mounted display (HMD) when the position and
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`direction of a body part of the player satisfies a condition. The Background section
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`describes virtual reality games played by displaying an image of a virtual space on
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`an HMD. When the player moves his/her head, the HMD changes the image
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`displayed to follow the movement of the head. Information may be provided to the
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`user, e.g., hints or menu items. However, this is often accomplished by displaying
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`a menu button, which reduces the sense of immersion. Ex. 1001, 1:14-38.
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`25. To solve this apparent problem, the specification of the ‘432 patent
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`purports to disclose a virtual image display program, apparatus, and method
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`“capable of providing information while reducing the loss of a sense of immersion
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`in virtual space may all be provided.” Ex. 1001, 1:42-46. This arguably is done by
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`providing a virtual image display program to display an image of a virtual space
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`using a virtual image display apparatus and a detector for identifying a position and
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`direction of a body part of the player. The virtual image display apparatus includes
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`a controller that “output[s] the to-be-provided information when the information
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`providing condition regarding the position and direction of the certain body part of
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`the player is satisfied.” The information providing condition is when “the
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`8
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`Supercell
`Exhibit 1003
`Page 9
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`movement of the gaze position of the player is satisfied.” This may remove the
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`need to display a button, reducing the loss of immersion. Ex. 1001, 1:47-2:5.
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`26. The specification discloses that the virtual space has a gameable area.
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`The gameable area has a selectable target object. The specification discloses
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`multiple information providing conditions, which include 1) when the gaze
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`position of the player becomes outside the gameable area (Ex. 1001, 2:6-18); 2)
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`when the movement range of the certain body part becomes outside a reference
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`range (Ex. 1001, 2:32-44); 3) when the gaze position moves outside a target object
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`before the player complete selection of the target object (Ex. 1001, 2:19-31); or 4)
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`when a movement of the certain body part of the player corresponds with a
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`predetermined movement recorded in a storage unit (Ex. 1001, 2:45-57). The
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`specification describes multiple ways to present the to-be-provided information: 1)
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`in an area outside the gameable area (Ex. 1001, 9:5-10); 2) displayed on an object
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`in the virtual space (Ex. 1001, 2:58-67); or 3) displayed in a direction of the
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`moving body of an object in the virtual space (Ex. 1001, 2:58-67).
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`27. The independent claims of the challenged patent recite variations of
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`the same three basic elements noted below.
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`28. The first element is detecting “a movement of a body part of a
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`player.” This is performed by a “sensor operationally linked to the virtual image
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`display apparatus.” The body part is “at least one of” a head or eye of the player.
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`9
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`Supercell
`Exhibit 1003
`Page 10
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`29.
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`The second element is determining “a position and direction of the
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`body part of a player.”
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`30.
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`The third element is providing “to-be-provided information to the
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`player” when the “information providing condition” of user’s position/direction
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`indicates an “gaze position moving to the second area from the first area” in a
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`virtual space is satisfied. The “to-be-provided information” is displayed in the
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`second area. See Ex. 1001, 16:30-18:63, Claims 1, 8, 9.
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`31. Claim 1 recites a “computer program product” comprising code
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`executable by a processor of a virtual image display apparatus to perform the
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`elements noted above. Claim 8 recites the same elements one through three but in
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`the form of an apparatus claim. Claim 9 also recites the same elements one through
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`three, but in the form of a method claim. See Ex. 1001, 16:30-18:63, Claims 1, 8,
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`9.
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`32.
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`In addition, the ‘432 patent include claims 2-7 which depend from
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`claim 1. Claims 8 and 9 do not have any dependent claims. See Ex. 1001, 16:30-
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`18:63, Claims 2-9.
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`33. Claims 2-5 recite additional conditions for the information providing
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`condition in the third element (“providing”) noted above.
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`34. Claim 2 recites that the information providing condition includes a
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`condition where the gaze position of the player becomes directed outside an area
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`10
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`Supercell
`Exhibit 1003
`Page 11
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`“wherein [the] area includes [a] target object” that is “selectable by a gaze of the
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`player.” See Ex. 1001, 16:30-18:63, Claim 2.
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`35. Claim 3 recites the same “target object” as claim 2 and has a condition
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`similar to claim 2, but with the addition that the user’s gaze position “moves
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`outside the target object before the player completes selecting the target object.”
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`See Ex. 1001, 16:30-18:63, Claim 3.
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`36. Claim 4 recites a “reference range regarding movement of the body
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`part of the player” with no further explanation and has as a condition “the
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`movement of the body part of the player has gone outside the reference range.” See
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`Ex. 1001, 16:30-18:63, Claim 4.
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`37. Claim 5 recites “a recording of a predetermined movement of the
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`body part of the player” and states that the condition is wherein a “movement of
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`the body part of the player corresponds to the predetermined movement.” See Ex.
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`1001, 16:30-18:63, Claim 5.
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`38. Claims 6 and 7 state that the “to-be-provided information” can be “on
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`an object in the virtual space” or that the “to-be-provided information” is “in a
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`direction in which a moving body is moving.” See Ex. 1001, 16:30-18:63, Claims
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`6-7.
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`11
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`Supercell
`Exhibit 1003
`Page 12
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`
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`B.
`39.
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`Prosecution History
`The ‘432 patent was filed on June 29, 2016 as Application Serial No.
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`15/196,410 (“the ‘410 application”), and claims priority to Japanese Patent
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`Application No. JP2015183379A, filed September 16, 2015. I understand for the
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`purposes of this Post Grant Review proceeding that the challenged patent has an
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`effective filing date no earlier than September 16, 2015.
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`40.
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`I have reviewed the prosecution history of the challenged patent and
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`the ‘432 patent. I understand that comments made during prosecution of a
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`particular patent may influence the meaning of terms in the claims of that patent, as
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`well as terms in other claims in the same patent family.
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`VII. LEGAL STANDARD FOR CLAIM CONSTRUCTION
`41.
`It is my understanding that “[i]n a post-grant review proceeding, a
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`claim of a patent…shall be construed using the same claim construction standard
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`that would be used to construe the claim in a civil action under 35 U.S.C. 282(b),
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`including construing the claim in accordance with the ordinary and customary
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`meaning of such claim as understood by one of ordinary skill in the art and the
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`prosecution history pertaining to the patent.” 37 C.F.R. § 42.200(b).
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`42.
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`I am not a patent attorney and my opinions are limited to what I
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`believe a POSITA would have understood the meaning of certain claim terms to
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`be, based on the patent specifications and prosecution histories.
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`12
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`Supercell
`Exhibit 1003
`Page 13
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`43.
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`In my opinion, a POSITA would have no difficulty applying the plain
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`and ordinary meanings of the majority of terms used in the claims. However, in
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`view of the disclosures in the specification of the ‘432 patent and the prosecution
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`history of the patent family, the claim terms 1) “a first area” and “a second area”
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`and 2) “to-be-provided information” requires further explanation in order to
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`understand the claims.
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`44. Regarding “a first area” and “a second area”, a POSITA would have
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`to understand that these terms refer to two separate areas, each of which may be
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`any size. In the context of the claims, each of these areas can be gazed at by the
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`player. While the claims refer to the terms “a first area” and “a second area,” these
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`terms are not used explicitly in the specification. The claims recite that the “first
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`area” and the “second area” are included in a “an image of a virtual space”
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`displayed to the player. The specification refers to a “virtual space” having a
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`“gameable area” and a “position outside the gameable area,” but does not refer to a
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`“first area” or a “second area.” Ex. 1001, 9:6-8. The specification further states that
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`“[i]n the virtual space image 110, target objects 103 may be displayed in the
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`gameable area 105….[o]bjects 106 other than the target objects 103 may be
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`displayed in the gameable area 105.” Ex. 1001, 9:1-4. Aside from indicating that
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`the “gameable area” can contain “target objects” of undefined character, no other
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`constraints are made on the definition of the “gameable area” or the “position
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`13
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`Supercell
`Exhibit 1003
`Page 14
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`outside the gameable area.” As the specification does not explicitly refer to “first
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`area” and “second area,” a POSITA may take the plain and ordinary meaning of
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`these terms as each being an area of any size. Even if the specification were to be
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`considered, and if “gameable area” were interpreted as being the “first area” and
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`“position outside the gameable area” were interpreted as being the “second area,”
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`this interpretation would not change the plain and ordinary meaning of the terms,
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`because as shown above, the specification does not provide any further constraints
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`on the size of the “gameable area” or the “position outside the gameable area,”
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`aside from the fact that objects of unspecified dimensions may be displayed within
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`the “gameable area.”
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`45. Regarding the term “to-be-provided information”, a POSITA would
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`have understood that this would refer to any indication, suggestion, or statement,
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`for accomplishing any task or assignment. This is because the specification only
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`goes so far as to state that “to-be-provided information 35 may include information
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`that indicates the details of a hint for accomplishing a mission of the game.” Ex.
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`1001, 5:4-7. The specification further states that the recited system can be used in
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`applications other than games including “simulations for driving, job training, or
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`the like, trainings in medical fields, monitoring products, and movie or music
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`appreciation,” and thus does not limit the application to games only. Ex. 1001,
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`16:16-28. Aside from this, the term “to-be-provided information” is not further
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`14
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`Supercell
`Exhibit 1003
`Page 15
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`defined, and the terms “hint” or “mission” are not further clarified. This “to-be-
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`provided information” is further similar to well-known methods of feedback and/or
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`wayfinding aids in 3D user interfaces. See, e.g., Ex. 1009, Ch. 7, for discussion of
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`wayfinding aids, such as “compasses, signs, reference objects, artificial landmarks,
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`trails, audio and olfactory cues” in 3D user interfaces to provide knowledge to a
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`user. Id. at 242.
`
`VIII. ANTICIPATION AND OBVIOUSNESS STANDARDS
`46.
`I understand that a prior art reference is a reference that, standing
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`alone, anticipates each and every limitation of a claim, under the conditions of 35
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`U.S.C. § 102. I also understand that a prior art reference may be combined with
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`additional extrinsic information or additional prior art references such that the
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`combination makes obvious the limitations of the claim, under 35 U.S.C. § 103.
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`47.
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`It is my understanding that a prior art reference is anticipatory only if
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`it discloses each and every limitation of the claim (as properly construed) at issue.
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`In other words, every limitation of a claim must identically appear in a single prior
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`art reference for it to anticipate a claim.
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`48.
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`It is further my understanding that in some instances a reference may
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`not anticipate every element of the claim. In those situations a claimed invention is
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`unpatentable if the differences between the invention and the prior art are such that
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`the subject matter of the claim as a whole would have been obvious at the time the
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`15
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`Supercell
`Exhibit 1003
`Page 16
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`invention was made to a person having ordinary skill in the art to which the subject
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`matter pertains (i.e., a POSITA).
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`49.
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`It is my understanding that to analyze obviousness one should
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`understand (1) the scope and content of the prior art, (2) the differences between
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`the prior art and the asserted claims, (3) the level of ordinary skill in the pertinent
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`art, and (4) the existence of secondary considerations such as commercial success,
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`long-felt but unresolved needs, failure of others, etc.
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`50.
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`I understand that for a single reference or a combination of references
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`to render obvious the claimed invention, a POSITA must have been able to arrive
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`at the claims by altering or combining the applied references.
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`51.
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`I understand that an obviousness evaluation can be based on a
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`combination of multiple prior art references. I understand that the prior art
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`references themselves may provide a suggestion, motivation, or reason to combine,
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`but other times the nexus linking two or more prior art references is simple
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`common sense. I further understand that obviousness analysis recognizes that
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`market demand, rather than scientific literature, often drives innovation, and that a
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`motivation to combine references may be supplied by the direction of the
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`marketplace.
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`52.
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`I understand that if a technique has been used to improve one device
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`or product, and a POSITA would recognize that it would improve similar devices
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`16
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`Supercell
`Exhibit 1003
`Page 17
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`or products in the same way, using the technique is obvious unless its actual
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`application is beyond his or her skill.
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`53.
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`I also understand that practical and common sense considerations
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`should guide a proper obviousness analysis, because familiar items may have
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`obvious uses beyond their primary purposes. I further understand that a POSITA
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`looking to overcome a problem will often be able to fit together the teaching of
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`multiple publications. I understand that obviousness analysis therefore takes into
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`account the inferences and creative steps that a POSITA would employ under the
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`circumstances.
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`54.
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`I understand that a particular combination may be proven obvious
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`merely by showing that it was obvious to try the combination. For example, when
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`there is a design need or market pressure to solve a problem and there are a finite
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`number of identified, predictable solutions, a POSITA has good reason to pursue
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`the known options within his or her technical grasp because the result is likely the
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`product not of innovation but of ordinary skill and common sense.
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`55.
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`I also understand that the combination of familiar elements according
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`to known methods is likely to be obvious when it does no more than yield
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`predictable results. When a work is available in one field of endeavor, design
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`incentives and other market forces can prompt variation of it, either in the same
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`field or a different one. If a POSITA can implement a predictable variation, the
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`patent claims are likely obvious.
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`56.
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`It is further my understanding that a proper obviousness analysis
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`focuses on what was known or obvious to a POSITA, not just the patentee.
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`Accordingly, I understand that any need or problem known in the field of endeavor
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`at the time of invention and addressed by the patent can provide a reason for
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`combining the elements in the manner claimed.
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`57.
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`I understand that a claim can be obvious in light of a single reference,
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`without the need to combine references, if the elements of the claim that are not
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`found explicitly or inherently in the reference can be supplied by the common
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`sense of one of skill in the art.
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`58.
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`I understand that secondary indicia of non-obviousness may include
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`(1) a long felt but unmet need in the prior art that was satisfied by the invention of
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`the patent; (2) commercial success of processes covered by the patent;
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`(3) unexpected results achieved by the invention; (4) praise of the invention by
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`others skilled in the art; (5) taking of licenses under the patent by others;
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`(6) deliberate copying of the invention; (7) failure of others to find a solution to the
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`long felt need; and (8) skepticism by experts.
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`59.
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`I also understand that there must be a relationship between any such
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`secondary considerations and
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`the
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`invention.
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`I
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`further understand
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`that
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`contemporaneous and independent invention by others is a secondary consideration
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`supporting an obviousness determination.
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`60.
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`In sum, my understanding is that prior art teachings are properly
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`combined where a POSITA having the understanding and knowledge reflected in
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`the prior art and motivated by the general problem facing the inventor, would have
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`been led to make the combination of elements recited in the claims. Under this
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`analysis, the prior art references themselves, or any need or problem known in the
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`field of endeavor at the time of the invention, can provide a reason for combining
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`the elements of multiple prior art references in the claimed manner.
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`61.
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`It also is my understanding that a statement by an applicant in the
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`specification or made during prosecution identifying the work of another as “prior
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`art” is an admission which can be relied upon for both anticipation and obvious
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`determinations, regardless of whether the applicant admitted prior art (“AAPA”)
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`would otherwise qualify as prior art.
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`IX. ANALYSIS OF THE TECHNICAL BASIS UNDERLYING THE
`GROUNDS OF REJECTION SET FORTH IN THE PETITIONS FOR
`INTER PARTES REVIEW
`A.
`State of the Art
`62.
`The ability to provide information to a user based on where the user is
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`gazing is a well-known method in many human computer interface technologies.
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`Aside from such a process being performed by humans in a non-technological
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`application, the idea has also been well practiced when applied to various technical
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`fields.
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`63. Before the effective filing date of the ‘432 patent it was well known to
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`provide information to a user based on where the user is gazing. These techniques
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`were well known before virtual reality or gaming. For example, a catcher in a
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`baseball game can indicate information via hand signals to a pitcher instructing the
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`pitcher to make a specific throw. The catcher provides these hand signals between
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`the knees when the pitcher gazes towards the catcher in that area.
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`64. Gaze-based computer interfaces have also been well known since at
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`least the 1990s, long before the effective filing date of the ‘432 patent. For
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`example, Jacob in April 1990 describes methods for “Eye Movement-Based
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`Interaction Techniques” whereby a task is described to “select one object from
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`among several displayed on the screen” by using “dwell time-if the user continues
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`to look at the object for a sufficiently long time, it is selected without further
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`operations.” Ex. 1010, p. 15. Another interaction method described by Jacob is “[a]
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`window of text is shown, but not all of the material to be displayed can fit….[if]
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`the user looks at an arrow, the text itself starts to scroll.” Ex. 1010, p. 16. Thus,
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`when the user moves his or her gaze to an arrow, new information is shown to the
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`user.
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`65.
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`Sibert et al. also describes such gaze-based interaction. Figure 1 of
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`Sibert shows a user interface, and has the description
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`Display from eye tracker demonstration system. Whenever a user
`looks at a ship in the right window, the ship (highlighted) is selected
`and information about it is displayed in the left window.
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`Ex. 1011, Figure 1, p. 283
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`66.
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`The referenced Exhibits 1004-1008 also illustrate how the idea of
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`providing information based on where the user is gazing was well known before
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`the effective filing date of the ‘432 patent.
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`67.
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`For example, Exhibit 1004, U.S. Patent No. 9,392,212 to Ross,
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`discloses a “virtual reality headset worn by the user” to “present the virtual reality
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`content to the user” which presents a sensory cue in response to the user moving
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`from a primary to a secondary virtual reality content area. See, e.g., Ex. 1004, 3:38-
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`45 and 6:46-60.
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`68. Gesture recognition, such as the “movement of the body part of the
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`player corresponds to the predetermined movement” recited in claim 5, is also
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`well-known in in the art. For example, LaViola describes an interface using a 3D
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`gesture recognizer to trigger commands for a user interface. See Ex. 1012, p. 2.
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`69.
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`Furthermore, the checking of a condition, such as “the movement of
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`the body part of the player has gone outside the reference range” as recited in claim
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`4 of the ‘432 patent, is in the ordinary art of checking a condition and presenting
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`information to the user when the condition fails, e.g., as in a contextual menu,
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`presented when a user looks up or down at their arm, etc. See e.g., Ex. 1009, Ch. 8.
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`70.
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`In another example, Exhibit 1008, U.S. Patent Pub. No. 20150153913
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`to Ballard, a device to “cause the virtual menu to be shown on the display if the
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`user is determined to be looking upward or downward with respect to a
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`predetermined horizontal threshold.” Ex. 1008, [0006].
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`71. Hence, it was prevalent and well known for virtual reality (VR) or
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`augmented reality (AR) systems to provide information to the user in response to a
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`movement of the user’s gaze (which would necessarily move between two areas
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`displayed to the user).
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`B. Relevant Prior Art References that Anticipate Claims and Render
`Claims Obvious
`1.
`U.S. Patent No. 9,392,212 to Ross
`I have reviewed U.S. Patent No. 9,392,212 to Ross (“Ross”), entitled
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`72.
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`“System and method for presenting virtual reality content to a user.” Ross was
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`filed on April 17, 2014. Therefore, the earliest priority date of Ross predates the
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`effective filing date of the challenged patents. Ross is assigned to Visionary VR
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`Inc. Ex. 1004. Below I provide my further understanding of Ross and a summary
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`of why Ross anticipates the claims or show the claims to be obvious. A further and
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`more detailed analysis for my conclusion is provided in the attached claim chart,
`which is referenced in the individ