Virtual reality (VR) describes a computer-generated simulation of a three-dimensional (3D) space, which allows users to feel as if they are exploring a physical environment. To achieve this effect, a user wears a headset that performs the dual functions of displaying the 3D images and blocking out physical reality. By tracking the movements of the user’s head, the displayed images may be adjusted to create the sense of being able to view an environment in 360 degrees.
The year 2016 was a watershed moment for virtual reality due to the release of several new VR systems for consumer purchase. Ranging from high-end systems, such as Oculus Rift, to inexpensive cardboard headsets designed to work with smartphones, there are now multiple options available for those interested in experiencing virtual reality firsthand.
While the rise of virtual reality thus far has been driven mostly by video games—exemplified by the recent release of the PlayStation VR headset—the investments currently being made by prominent tech companies signal that virtual reality will soon change the way we surf the Internet and engage with social media.
In addition, creative programs like Tilt Brush already offer artists new and unique ways to create genre-defying works in VR environments. As VR tools continue to improve and the number of VR adopters increases, there will be a marked proliferation of creative works in the VR context. For example, the Internet platform Second Life is a virtual world in which users explore and interact using avatars. Second Life has its own internal currency and a large market for “in-world” digital goods, including real estate, artwork, avatar clothing, and even pets. Strong protection for VR works will ensure that creators are incentivized to innovate in this new area.
This article discusses the applicability of copyright to virtual reality and some of the novel issues presented by intellectual property protection of VR works.
February 3, 2017