First Draft:
IP Theory in
an Augmented Reality
Jake McGowan
I. INTRODUCTION
A.
Preface
ÒMay you live in interesting times.Ó
- Anonymous Chinese ÒCurseÓ
We have printed
alternate realities in paperback and painted alternate realities on canvas. We
have projected alternate realities on the small screen and the big
screen—blasted alternate realities on the radio, immersed in alternate
realities via the game console and on the Internet. Now, with the advent of
wearable Augmented Reality technology, we may have the chance to see these parallel
universes come to overlap. We certainly live in interesting times.
As
implied in the quote above, however, Òinteresting timesÓ may signify a gift and
a curse. In this case, the gift of new technology comes with the curse of uncertainty
in our laws and in our societal norms. With this paper, I aim to (1) identify
select areas of the law that may be particularly affected by augmented reality
applications, (2) pose hypotheticals that portray the complexity of these
issues, and (3) recommend judicial outcomes that are consistent with the
predominant theoretical foundation for that particular intellectual property
right.
B. What Is ÒAugmented Reality?Ó
Augmented Reality (ÒARÓ) is
best understood not as a discrete technology in and of itself, but rather as a
convergence: superimposing virtual elements of Òubiquitous computingÓ over a
physical realm we experience through our natural senses. Though it often
represents a futuristic trope or plot device in Hollywood, AR technology has
actually progressed to the precipice of widespread practical adoption. As a
result, its accompanying implications to our laws and societal norms have
become much more pertinent.
To understand these
implications, however, we must understand the evolution of AR technology and how
each implementation can lead to differing analyses.
1. AR Markers &
Nanotaggants.
Currently, the easiest and most
common method of displaying AR is via Quick Response (ÒQRÓ) codes otherwise
known as Òmarkers.Ó These are the two-dimensional ÒmatrixÓ barcodes that, when
scanned, unlock some form of digital content. Markers have been utilized on
several types of surfaces including billboards, movie posters, restaurant
windows, business cards, etc.
ÒNanotaggantsÓ are
essentially tiny RFID chips--permanent and invisible to the naked eye. When
used as a marker, nanotaggants obviate the visible matrix barcode and can still
display AR elements to a user via a smartphone app or wearable AR technology.
2. Smartphone & Tablet
Apps.
As smartphones have evolved into technological
Swiss Army knives, they have become natural candidates to help visualize AR
elements. For example, the online review company YelpÕs smartphone app has a
feature called ÒMonocleÓ that overlays restaurant logos and reviews on its
camera view. Similarly, there are iOS and Android apps that use the smartphone
cameraÕs display to identify constellations by Òconnecting the dotsÓ on screen
and relaying information about that particular constellation. This is all
possible because multiple technologies within the phone interact to display AR
elements properly (i.e. GPS, the compass, and the camera).
The main problem with using
smartphone apps to display AR is that the form factor is inconvenient. The user
must hold the phone in front of them far enough to watch where theyÕre going,
but close enough to read any of the AR content on the limited screen. Note,
however, that early iterations of wearable computers (e.g. Google ÒGlassÓ)
require pairing with an Android smartphone anyway.
3. Wearable Computers,
ÒGlassware,Ó and beyond
Wearable computing technology
is the next logical step from smartphone displays because it eliminates the inconveniences
of (1) having to hold a device, and (2) the limited range of screen space that
can display AR elements. The resulting problem has always been how to cram
enough computing power into a set of glasses. Enter Google.
The most obvious reason why
AR has enjoyed a renewed wave of interest lately is because in April 2012
Google began testing ÒGlass,Ó a wearable computer with an optical head-mounted
display. Much like a smartphone, the Glass hardware includes a gyroscope,
accelerometer, and an internal compass. It also has a five-megapixel camera
that is capable of recording video in 720p quality.
As of October 2013, Google
Glass is limited to a select user base dubbed ÒGlass Explorers,Ó many of whom
are software developers looking to get a leg up on testing their ideas and
writing apps for Glass, also known as ÒGlassware.Ó Beyond those select
few, there have been numerous proof-of-concept videos garnering significant
attention on the Internet.
Despite its somewhat cringe-worthy name, ÒGlasswareÓ
development may be the final catalyst needed to spark widespread adoption of
wearable computers (and by extension, access to an Augmented Reality). There
are most likely some life-changing innovations bubbling in the creative
cauldrons of Glassware developers. There are also likely some ideas that will
muddy the waters of current intellectual property law. It is that proverbial
mud and muck to which I devote this paper.
C. Scope of the Paper (re: Privacy,
Patents)
1. Privacy
The potential widespread
adoption of wearable computers raises several privacy concerns and legal
questions, mostly due to the devicesÕ ability to capture high definition
pictures and video. If someone wanted to accomplish the same thing now, they
would have to carry some sort of camera in front of their face non-stop and
actually look through a viewfinder while they are walking around. This is not
practical and more importantly, not socially acceptable. Consider that momentary
rush of mild frustration when you turn around and someone is pointing a camera
at you--mentally calculating what youÕre wearing, how you look, or whether this
could end up on Facebook or Instagram without your permission. It is an
annoying feeling that could easily become worse with everyone walking around
with video-enabled eyewear.
The difference between this
hypothetical and Glass is that it is ridiculous to walk around peering through
a viewfinder, whereas it is socially acceptable to wear glasses all the
time--maybe not Google Glass yet, but there is also word that Google might
partner with eyewear manufacturers like Ray Ban and Warby Parker to bake the
technology into more conventional or stylish designs. Once people are used to
AR, are we going to pass laws prohibiting use in certain areas? Once the
technology is baked into more conventional-looking glasses, will it be
noticeable enough to enforce anyway?
These are valid questions
that deserve fleshing out, but for now I will leave them for someone else.
Instead, this paper will focus on the implications of AR technology on
intellectual property law—and especially, Copyright and Trademark Law.
2. Patent Law
With
this paper, I am attempting to predict how the widespread adoption of AR
technology will create messy legal questions with respect to particular IP
rights. As a body of law that focuses and specializes on protecting novel
ideas, patent law is in a uniquely advantageous position to follow its regular
structured analysis to determine the proper scope of protection. I believe the
question of whether a certain AR element should or should not be patentable is
best left to this process, and will focus on other IP rights.
II. AUGMENTED REALITY & COPYRIGHT LAW
A. Theoretical Foundations of U.S. Copyright Law
In
a society where a floppy disk seems laughably antiquated, it may be easy to
forget that the theoretical foundations of U.S. copyright law were built centuries
before our ÒoutdatedÓ technologies were even conceivable. Johannes Gutenberg
invented the printing press midway through the fifteenth century and ever since,
we have seen differing views developed as to how and why we should grant
exclusive rights to the resulting intellectual creations.
1. England & the Statute of Anne
Though monopoly rights on
printing were originally granted for political convenience, England eventually
evolved to follow a more utilitarian theory.
The first right resembling a
copyright is said to have been granted in England by royal decree in the late
1550s. See Merges, Menell & Lemley, Intellectual
Property in the New Technological Age 431 (6th ed. 2012). Perhaps showing
their motives, the Crown granted the exclusive rights to the printers of the StationersÕ Company, not
the authors—presumably so they
could confer the rights to loyal supporters. Id.
Once
the StationersÕ CompanyÕs exclusive rights expired, Parliament passed The
Statute of Anne, which gave the authors a temporary monopoly over their works. Id. This new statute was definitely more
utilitarian in that it (1) incentivized intellectual creation by authors
through exclusive rights, yet (2) fostered a public domain by limiting those
rights via terms and complex formalities for registration.
2. France & the Continental Approach
In
contrast to the [English approach], the continental approach treats the works
of an author as a fundamental moral right. French copyright law developed soon
after the French Revolution. As the late Henri Desbois, a leading French copyright
theorist, explained it, Ò[t]he author is protected as an author, in his status
as a creator, because a bond unites him to the object of his creation. See Jane
C. Ginsburg, A Tale of Two Copyrights: Literary Property in Revolutionary
France and America, 64 Tul. L. Rev. 991 (1990)(citing H. Desbois, Le Droit D'Auteur en France 538 (3d ed.
1978)).
Since this approach seeks to
preserve the natural ÒbondÓ between the author and his or her intellectual
creation, its accompanying body of law has responded with particular exclusive rights.
Most commonly, these Òmoral rightsÓ include:
(1) the right to decide if
and when to divulge the work (ÒdisclosureÓ);
(2) the right to compel
recognition for his or her work (ÒpaternityÓ);
(3) the right to prohibit
modification or distortion of the work (ÒintegrityÓ).
See Roberta Rosenthal Kwall, Copyright and the Moral Right: Is an
American Marriage Possible? 38 Vand. L. Rev. 1, 5-16 (1985).
Though the continental
theoryÕs author-driven approach has been cast as fundamentally at odds with
EnglandÕs more utilitarian approach, some argue that this contrast is often
exaggerated. See Ginsburg at 991.
3. U.S. Approach
For
the most part, U.S. copyright law follows the utilitarian approach in the
Statute of Anne tradition. After all, the Constitution gave Congress the power
to enact copyright laws so as to Òpromote the Progress of Science and useful
Arts.Ó See U.S. Const. Art. I, ¤ 8, cl. 8. Justice Stewart noted that Òthe
immediate effect of our copyright law is to secure a fair return to an
ÒauthorÕsÓ creative labor. But the ultimate aim is, by this incentive, to
stimulate artistic creativity for the general public good.Ó Twentieth Century Music Corp. v. Aiken,
422 U.S. 151, 156 (1975).
Justice Stevens echoed this utilitarian
reasoning in the famous Betamax case, explaining that the limited monopoly is Òintended
to motivate the creative activity of authors and inventors by the provision of
a special reward, and to allow the public access to the products of their
genius after the limited period of exclusive control has expired.Ó Sony Corp. of America v. Universal City
Studios, Inc., 464 U.S. 417, 429 (1984).
B. Potential Problem Areas
1. Satisfying Statutory Requirements
Despite
some interesting conceptual questions about fixation in augmented reality, AR
software likely satisfies the requirements of Section 102.
Copyright protection subsists
in Ò[1] original works of authorship [2] fixed in any
tangible medium of expression . . . from which they can be perceived,
reproduced, or otherwise communicated, either directly or with the aid of a
machine or device.Ó (emphasis added) See 17 U.S.C. ¤ 102.
a. AR
Elements Satisfy Section 102Õs Originality Requirement
Questions of
proper scope notwithstanding, most AR visual elements should easily satisfy ¤
102Õs originality requirement. The likelihood of satisfying this requirement
depends, however, on the technological implementation of the AR visual elements
in question.
As applied to
copyrights, originality Òmeans only that the work was independently created by
the author (as opposed to copied from other works), and that it
possesses at least some minimal degree of creativity.Ó Feist Publications, Inc. v. Rural Telephone Service Co., Inc., 499
U.S. 340, 345 (1991). Ò[T]he requisite level of creativity is extremely low;
even a slight amount will suffice. The vast majority of works make the grade
quite easily, as they possess some creative spark, Ôno matter how crude, humble,
or obviousÕ it might be.Ó Id.
In
the case of AR, we are dealing with (1) how the AR visuals look to the user,
and (2) how the source code reads. It will not be hard to claim originality in
the expression of the AR visuals, since that almost always requires some direct
or indirect artistic decisions.
b. AR Visuals Satisfy Section 102Õs Fixation Requirement
The fixation
requirement does not present any major challenge to AR software either.
The fixation
requirement stems from the Copyright Clause of the Constitution, which limits
protection to the ÒwritingsÓ of Òauthors.Ó See U.S. Const. art. I, ¤ 8, cl. 8. The
Supreme Court has construed this language more loosely over time, noting that
it Òmay be interpreted to include any physical rendering of the fruits of
creative intellectual or aesthetic labor.Ó Goldstein
v. California, 412 U.S. 546, 561 (1973).
In
this case, the Òfruits of creative intellectual laborÓ reside in the unique
aspects of the software code. The Òphysical renderingÓ is that the code is stored
in the computer and perceived via the small screen (i.e. the optical
head-mounted display). The difference between this and say, a game console, is
that the rendering here displays on a clear lens that allows the user to see
the visuals laid over the physical realm. For these reasons, AR software is
likely to satisfy the requirements of ¤ 102.
2. Distinguishing Function and Expression
While
creativity and fixation dictate relatively simple legal analyses as applied to
AR, determining whether something is a protectable expression or a
non-protectable idea is no easier with AR than it is for any other type of
content. As Judge Keeton once said, ÒIt seems the better part of wisdom, if not
valor, not to press the search for a suitable bright-line test of
copyrightability where Learned Hand, even after decades of experience in
judging, found none.Ó Lotus Development Corp. v. Paperback Software Intern.,
740 F.Supp. 37, 60 (D. Mass. 1990)(referencing Peter Pan Fabrics, Inc. v.
Martin Weiner Corp., 274 F.2d 427 (2d Cir. 1960). Attempting to draw this
line is important, however, because they help us keep track of whether we are
staying true to the utilitarian philosophy underlying copyright law.
Given the ad
hoc approach courts will take to these questions, it may be helpful to draw a meaningful
distinction between what I call ÒfunctionalÓ AR and ÒescapistÓ AR. With a
better understanding of these styles, we can better imagine how competitors
might try to use a copyright to protect their ideas rather than the expression
of such ideas.
For
these purposes, I am defining Òfunctional ARÓ as AR elements whose main purpose
is to make physical reality more convenient (e.g. temperature, traffic,
directions). In contrast, I am defining Òescapist ARÓ as AR elements with the
purpose of exploring an alternate reality.
Judging by
the upcoming Google Glass hardware, I believe we are much closer to seeing
functional AR than escapist AR. First of all, the intrinsic nature of Google
GlassÕs hardware ensures a limited number of ways to express these
ideas. This is because the eyewear does not utilize a visor or lenses that
cover each eye and feature a display similar to the TerminatorÕs or Iron
ManÕs. Instead, there is a small rectangular display housed in front of the
userÕs right eye.
This limited real
estate on the deviceÕs display ensures that there are only a limited number of
ways that a developer could differentiate between an expression and an idea. As
a result, many of these should be denied copyright protection, or at best given
thin copyrights that only cover egregious exercises of copying. This is
consistent with the utilitarian theory underlying U.S. copyright law because it
leaves the protection of ideas to patent law, which has mechanisms to benefit
society via disclosure and a more limited term for monopoly rights.
As AR devices
evolve to have bigger screens (e.g. iPads) or eyewear with larger screen area,
we will most likely also see more robust styles of displaying AR content. As stated above, the content displayed
on AR eyewear like GoogleÕs Glass is constricted to a box in the upper-right
hand quadrant of the userÕs range of vision. With more screen area and
computing power, we could eventually see AR visuals that layer over their
surroundings directly. The advancement of this type of AR seems most suited to
spark a creative revolution of escapist AR that has a wider scope of copyright
protection.
There are
some early videos of developers attempting this style of AR using an
iPad—for example, one concept video shows a man in a real cemetery
walking up to a set of gravestones. When the user looks ÒthroughÓ his iPad
display, he sees not only the gravestone but also a vivid black & white
illustration of the witches from ShakespeareÕs Macbeth right next to it. The witches recite a set of lines that
loops after a set duration. Bull, Steve. "AR SoundScape Proof of Concept – June 2012" 20 June 2012.
Online video clip. YouTube. Accessed on 12 October 2013. < http://www.youtube.com/watch?v=nDuymUZGGsQ>.
The most
interesting aspect of the concept, however, is that the user can turn to the
left and begin walking toward a different group of AR witches while the prior
group stays put. This enhances the immersive nature of the content by creating
a more ÒrealisticÓ version of an alternate reality. In other words, the minor
inconvenience of having to walk around to inspect and observe actually lends
credibility to this ÒalternateÓ reality because we must walk around to do the
same things in our everyday physical reality.
This style of
ÒescapistÓ AR has great potential, but right now the execution is flawed and
primitive because the visuals are jittery and seem to float around—this
puts a damper on the illusion and snatches the user back out of the ÒalternateÓ
reality. Perhaps a developer could invent a way to Òclamp downÓ the AR visual
elements through the use of invisible markers (some have done it with visible
markers). If so, they would have the opportunity to create truly immersive
fictional or nonfictional content. Given the significant creativity to develop
one of these immersive storylines, the author/developer should be granted a
strong copyright. This would incentivize the creation of more immersive
content.
3. AR Developers Scraping Data to Feed Into Software
The ability
to plop convenient data into a userÕs range of vision will undoubtedly tempt
developers to download data from competing servicesÕ feeds and use it for their
own creative purposes (i.e. ÒscrapingÓ). We have seen this issue bubble up recently
with real estate listing services, which have become deeply concerned with data
scraping by competing multiple listing service (ÒMLSÓ) websites. These database
owners make their money by charging participating brokers and agents for access—if
someone threatens this information asymmetry they harm the MLSÕs revenues and
will likely end up in court for copyright infringement.
The scope of
protection, however, is currently being fought in court. The listings in
question often consist of generic textual descriptions so there is a real
question as to whether copyright is applicable in the first place. A district
court in Minnesota considered this question of scope in Regional Multiple Listing Service v. American Home Realty Network,
0:12-cv-00965-JRT-FLN (D. Minn. Sept. 27, 2012).
In RMLS, the controversy centered on
photographs, Òagent remarks,Ó and Òfield descriptorsÓ allegedly scraped from
RMLSÕs ÒNorthStarMLSÓ database and filtered into defendantÕs NeighborCity.com.
The agent remarks were more like narrative puff pieces, while the field
descriptors conveyed extremely generic information about the houses.
Ultimately, the court refused to grant protection to the field descriptors on
the basis that they were insufficiently original to warrant protection.
It
is not hard to imagine this same situation playing out with AR software.
Imagine that defendant AHRN developed an augmented reality application that
functioned much like NeighborCity.com, but instead recognized the particular
house via the AR eyewear and GPS coordinates. The AR app could then be displayed
in the box in the upper-right corner of the head-mounted display. Should they
be blocked from this if they got the data somewhere else?
The
database owners are, to some degree, making a sweat-of-the-brow argument that
was roundly rejected in Feist. If
they are able to copyright this type of generic data, it becomes more of a
pseudo-patent right than a copyright. To stay within the bounds of utilitarian
theory underlying copyright law, courts should strike down these types of
overreach and require the typical analysis for originality under ¤ 102.
III.
AUGMENTED REALITY & TRADEMARK LAW
A.
Theoretical Foundations of Trademark Law
A trademark is not a property right in
gross. See United Drug Co. v. Theodore
Rectanus Co., 248 U.S. 90, 97 (1918). Much like U.S. copyright law, U.S.
trademark law is often justified on utilitarian principles. But instead of
benefiting society by incentivizing novel ideas or expressions, a trademark is
meant to benefit society by Òidentify[ing] the origin or ownership of the
article to which it is affixed.Ó See Hanover
Star Milling Co. v. Metcalf, 240 U.S. 403, 412 (1916). This is commonly
thought to serve a few distinct purposes: to (1) Òreduce the customerÕs costs
of shopping and making purchasing decisions,Ó and (2) Òhelp assure the producer
that it . . . will reap the financial, reputation-related rewards associated
with a desirable product.Ó See Qualitex
Co. v. Jacobson Prods. Co. Inc., 514 U.S. 159, 163-164 (1995).
As a result of its aims, trademark law is
inherently part of a broader effort to find an optimal degree of regulation on competition
in the marketplace. The true ÒoptimalÓ level is obviously subject to heated
debate, but generally courts have praised free competition. Justice Black has
described how free competition benefits society:
Ò. . . unrestrained interaction of
competitive forces will yield the best allocation of our economic resources,
the lowest prices, the highest quality and the greatest material progress,
while at the same time providing an environment conductive to the preservation
of our democratic political and social institutions.
Northern Pac. Ry. Co. v. U.S., 356 U.S. 1, 4 (1958)(discussing competition
with regard to the Sherman Antitrust Act). Under this premise, the objective of
trademark law is to benefit society by ensure the maximum amount of free
competition, so long as the competitorsÕ behavior is not counterproductive by
misleading or deceiving consumers.
B.
Predicted Problem Area
1. Which AR Tactics Constitute an Improper
ÒUse of AnotherÕs Trademark?Ó
Given
the capability to recognize distinct shapes to trigger content, Google Glass
and AR technology generally create some interesting hypotheticals in which
companies could ÒuseÓ their competitorsÕ trademarks for advertisement purposes.
First, could Google drive ad revenue by selling ads triggered by recognition of
a competitorÕs mark? Second, Could a
company use AR to recognize a competitorÕs mark and trigger a coupon pop-up ad
on its own app? At this point, the answers to these questions are likely Òno.Ó
A proper case for trademark infringement
must show that the defendant used the mark in commerce. See 15 U.S.C. ¤ 1127. In
the Internet context, courts have held that selling or purchasing trademarks as
Internet search engine keywords is a Òuse in commerceÓ actionable under the
Lanham Act. See Rescuecom Corp. v. Google,
Inc., 562 F.3d 123 (2d Cir. 2009).
The action mentioned in the first
question above seems to violate the rule in Rescuecom
clearly--if Google were to try and sell ads triggered by trademark
recognition, the court would likely find an actionable Òuse in commerceÓ
because the only difference is basically mark
triggers versus keyword triggers. As
for the second hypothetical, letÕs consider a variation on a (somewhat creepy)
hypothetical that has been floated around by AR analysts:
Imagine Starbucks develops an app for
Google Glass that works in sync with its Android smartphone app. The Android
app would contain a set of common features including payment by phone, store
locator, etc. As the user approaches a competing coffee shop (e.g. PeetÕs
Coffee), however, the Glass eyewear is able to recognize the PeetÕs Coffee trademark
and sets into motion somewhat of a diversion tactic. ItÕs unlikely that this
would mean triggering a pop-up ad on the eyewear display itself—this
would be too annoying. Instead, the userÕs smartphone might notify them that
they have been sent a digital coupon by Starbucks. It could even provide an
easy-to-press button that would pair with the eyewear and navigate to the
nearest Starbucks location.
This type of situation is somewhat
analogous to the ongoing controversy about the usage of metatags. Companies
that use a competitorÕs mark as a metatag draw extreme ire from mark owners, who
argue that this is deceptive and likely to cause confusion among consumers.
But
this question is not so cut and dry. Obviously it is in the societyÕs interest
to cut down on consumer confusion. At the same time, however, it may actually
stimulate interbrand competition by Òdueling coupons.Ó To be consistent with
trademark foundations, we want as much competition as possible without consumer
confusion. In this case, one could argue that the pop-up coupon is well-enough
removed from the original mark viewing that consumers are unlikely to be
confused as to the source of the goods in question.
IV.
PROTECTING PRIVACY VIA OTHER INTELLECTUAL PROPERTY RIGHTS
A.
Trade Secrets: Why Most Employers Should Ban Wearable Tech in the Workplace
Although privacy is not the
focus of this paper, the same types of issues that cause privacy concerns also
impact valuable trade secrets and proprietary information. This impact will be
even more severe if widespread interest in AR technology accelerates the
adoption of wearable computers. Wearable computers face serious obstacles to
adoption in the workplace because many employers will fear the technologyÕs
threat to confidential information.
In his Google Glass review for Engadget.com, Joshua Topolsky
mentions Ò right now IÕm recording video view . . . and you have no way of
knowing it. ThereÕs no LED on the front thatÕs blinking or anything like that
to give any indication that I am capturing footage. I have definitely noticed
that people are a little bit worried when IÕm around them[.]Ó
ItÕs not hard to see why an
employer might be worried as well. By definition, trade secrets are valuable
assets to a company, even more so because there are no hoops to jump through
for registration and no expiration dates upon which the information is released
to the public. They might include customer lists, know-how, and anything that
derives value from being not generally known.
The overwhelming lesson from
trade secret law, however, is that businesses should not rely on trade
secret protection--the only way to keep information truly secret is to not
disclose it. Of course total secrecy is not usually feasible, so the best thing
a company can do is to follow a set of best practices. After all, trade secret
law is an equitable doctrine.
In the corporate context, the
first obvious step is to make sure that all relevant employees have signed a
nondisclosure agreement that prohibits them from disclosing trade secrets to
anyone. If done correctly, this can actually also include attorneys. See Haught v. Louis Berkman LLC, 427 F.Supp.
2d 777 (N.D. W. Va. 2006).
Simply requiring a nondisclosure
agreement, however, is likely not enough to maintain trade secret protection.
Most courts will press harder as to whether the information was Òsubject to
reasonable efforts to keep secret.Ó UTSA ¤ 1(4). This line of inquiry naturally
dovetails into analysis of the companyÕs policies.
Due to concerns about
information security and employee privacy, many employers will opt to enact or
supplement employee policy regarding recording devices at work to include
wearable computers such as Google Glass. The following is an example of such a provision:
Recording Devices — As a general rule,
recording devices and camera-equipped devices (including mobile communication
devices) and their uses are restricted in accordance with state and federal
regulatory guidelines concerning unauthorized surveillance. Employees shall not
use the picture-taking functionality of mobile communication devices in the
workplace. Unauthorized use of cameras at any [Employer]-owned facility,
including designated research areas, restrooms, or exercise areas without the express
written consent of the department manager is not allowed. (2012 WL 5466304)
As long as they have
some form of picture and video capture capability, wearable AR technology
B. Publicity Rights:
Halting Look-alike Porn Under a Privacy Rationale
Credit
goes to Brian Wassom for raising this issue. The rise of AR technology also
means the rise of facial and recognition technology. We are already seeing some
proof of concept videos, some of which seem fairly innocent, some borderline,
and some that inspire deep concern.
For example, one primitive app concept
named ÒMedRefÓ is able to recognize a face and match it with medical data
including allergy information and instructions that doctors would find useful.
This seems useful for emergencies, but due to privacy concerns and medical
regulations it would probably have to utilize some sort of opt-in feature. As
for the borderline concepts, a company named ÒhyperlayerÓ has allegedly developed
AR software that uses facial recognition technology to identify people walking
past and display any potential criminal history.
As
Brian Wassom notes, however, facial and body recognition technology has the
potential to enable a much more sinister market of look-alike porn:
Ò. . . AR technology will soon be cheap
and accessible enough for anyone to make and publish their own
content–especially when gathering Òsource materialÓ becomes as easy as
people watching. Once someone has your 3D digital image, thereÕll be nothing to
stop them from animating it any way they like.Ó
See
Wassom, Augmented Legality 1.0 38 (1st ed. 2012). According to Wassom, one
possible course of action for a victim of this sort of behavior is to bring a
claim under publicity rights for a lawsuit for Òmisappropriation of likenessÓ. Id.
Since this is a more recent addition to
the body of intellectual property, there is still debate as to whether the law
should be decided under (1) a privacy rationale, or (2) an economic
exploitation rationale.
As stated above, the focus of this paper
is not privacy. But just as with trade secrets and AR, there are deep privacy
concerns that may underlie the push to protect this particular form of
intellectual property. At least with regard to unauthorized look-alike porn (as
opposed to celebrityÕs rights of economic exploitation), the privacy rationale
is much more convincing.
In an influential law article from the
late-nineteenth century, Samuel Warren and Louis Brandeis reasoned that Ò[t]he
intensity and complexity of life, attendant upon advancing civilization, have
rendered necessary some retreat from the world . . . but modern enterprise and
invention have, through invasions upon his privacy, subjected him to mental
pain and distress, far greater than could be inflicted by mere bodily injury.
See Samuel D. Warren & Louis D. Brandeis, The Right to Privacy, 4 Harv. L.
Rev. 193 (1890).
In
this case, the advancement of AR technology has introduced the new threat that
someoneÕs likeness could be sullied by those who wish to sell it as a sexual
fantasy. This definitely has the potential of subjecting everyday women and men
to embarrassment, mental pain and distress as well.
For
these reasons, future victims of such technology will probably be wise to
pursue protection of their likeness with publicity rights under a privacy
rationale.
V.
CONCLUSION
The
adoption of augmented reality applications stands to upset the status quo of
intellectual property law. We must predict these problematic scenarios and
advocate outcomes that are consistent with the theoretical foundations upon
which we have built up these intellectual property rights.