This period includes 14 filed patents across the VR and augmented reality category, contributed by Sony (5), Apple (1), ImagineAR (1), Meta (1), Mi Hiepa Scout (1), Mullen Industries (1), Snap (1), Beijing Zitiao Network Technology (1), Y.E.
Hub Armenia (1), and Go Play Holdings (1). The patents cover a wide range of XR technologies, including eye-tracking depth optimization, motion sickness detection, AI-driven gesture calibration, and dynamic image processing allocation from Sony, alongside Meta's 6DOF universal tracking module and Apple's dual-pipeline passthrough video and HDR recording system. Snap's filed application describes synchronized multiplayer visual effects across smart glasses, while Mi Hiepa Scout's patent covers graphical overlays with directional markers for immersive sports simulations, and Go Play Holdings, ImagineAR, Beijing Zitiao Network Technology, Mullen Industries, and Y.E. Hub Armenia each contribute patents spanning location-based gameplay adaptation, AR head-mounted display systems, frame interpolation for smoother VR playback, mixed-reality FPS gameplay with physical projectiles, and privacy-protecting motion sensor filters.
ImagineAR received 1 patent for a location-based game system that pulls in real-world conditions, such as weather, local events, traffic, and crime, to continuously reshape a game's storyline, characters, and mechanics based on where a player physically is. Rather than following a fixed or pre-branching narrative, the system reads changing conditions from a player's actual surroundings and generates gameplay that reflects those specifics in real time, producing an experience tied directly to place and circumstance.
Mullen Industries received 1 patent covering a head-mounted AR gaming system that detects physical surfaces in real time and uses that data to let virtual characters interact meaningfully with objects in the environment, such as jumping onto physical books or concealing themselves behind actual obstacles. The system supports 2 display modes, one using a transparent screen with overlaid content and another using a non-transparent screen that shows captured video with virtual elements layered in, and pairs both with inertial movement tracking to maintain accurate positioning between GPS updates.
Beijing Zitiao Network Technology received 1 patent for an eye-tracking system designed to optimize depth sensor performance in XR devices by directing computational resources toward wherever a user is currently looking. Instead of applying uniform sensor settings across the entire field of view, the system adjusts camera parameters dynamically based on gaze direction, which reduces processing overhead in peripheral areas and concentrates sensing quality where user attention is focused.
Sony received 5 patents covering a broad range of challenges in VR and AR hardware and interaction. 1 patent describes a machine learning system that reconstructs the portions of a player's face hidden by a headset during multiplayer sessions, generating predicted facial features in real time to preserve a sense of social presence between users. Another addresses motion sickness by analyzing head-mounted display sensor data to detect early shifts in postural stability, allowing the system to warn players and adjust display settings before symptoms actually appear, rather than responding after the fact. A third patent describes a gesture calibration process that runs continuously during gameplay, using actual player interactions and game outcomes to refine hand tracking accuracy without requiring players to stop and recalibrate separately. The remaining 2 patents tackle processing efficiency: one allocates image processing resources dynamically toward where a player is looking and what objects they appear to be engaging with, and the other filters motion sensor data to remove acoustic components caused by the user's voice, protecting speech privacy while keeping head tracking fully functional.
Y.E. Hub Armenia received 1 patent for a frame interpolation method that generates synthetic video frames by working at the level of 3D geometry rather than analyzing pixel movement between frames. The approach allows video playback on constrained headset hardware to scale from 24fps up to 48fps or 72fps by inserting calculated intermediate frames between decoded ones, reducing the motion artifacts that contribute to discomfort in VR environments without requiring the device to decode natively high-frame-rate footage.
Apple received 1 patent for a dual-pipeline architecture in VR and AR headsets that keeps passthrough video display and content recording operating as separate, independent processes. One pipeline handles low-latency display so the user's real-time view remains uninterrupted, while the other captures bracketed HDR images at full quality, allowing both to function simultaneously without the tradeoffs that arise when a single pipeline tries to serve both purposes at once.
Mi Hiepa Scout received 1 patent for a graphical overlay system built for first-person VR sports simulations, specifically designed to help users read the movement of a football play as it develops. The system uses a concentric dual-ring marker that simultaneously communicates incoming and outgoing pass directions, updating those markers in real time as other players move, even before the ball has been passed, and draws on real-world motion capture data to populate the pre-set gameplay scenarios.
Meta received 1 patent for a universal tracking module designed to deliver consistent 6DOF positional tracking across VR and AR headsets and controllers. The module provides precise detection of both head and hand positions in three-dimensional space, and its modular design allows it to be applied across multiple devices within a VR and AR ecosystem rather than requiring device-specific implementations.
Snap received 1 patent for a wearable AR system that synchronizes visual effects across multiple users' smart glasses simultaneously, so that a shared augmented reality experience appears consistently to everyone involved. The system incorporates eye-gaze tracking, allowing each individual user to interact with the same virtual content from their own perspective while remaining part of a collectively shared visual environment.
Go Play Holdings received 1 patent for a mixed-reality system that layers AR and VR game mechanics onto physical projectile sports like gel blaster and paintball. The system uses a combination of piezoelectric impact sensors and infrared detection to attribute hits to specific players with verified accuracy, then feeds that data into a game layer that tracks metrics, assigns scores, and renders digital weapon and environment elements, turning a physical outdoor activity into a structured, measurable gameplay session.
All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.