這時,就需要有人說個公道話,所以初看此案時,感到十分溫暖,也預料是十分重要的案例。
質疑一個方法專利的可專利性時,目前仍是以基於Alice/Mayo案的TWO-STEP TEST為主要判斷依據,然而,其中Step One判斷是否落於101可專利性標的的判斷時,即便被判斷為抽象概念,卻也不是沒有希望。
仍然要貼一些值得注意的案例:
- 使用自然律的技術可專利性討論 - Mayo Collaborative Services v. Prometheus Laboratories, Inc. 2012)(http://enpan.blogspot.tw/2015/10/mayo-collaborative-services-v.html)
- 抽象概念若僅以一般目的電腦實現,不可專利 - Alice Corporation Pty. Ltd. v. CLS Bank International (2014)(http://enpan.blogspot.tw/2014/06/alice-corporation-pty-ltd-v-cls-bank.html)
- (反轉電腦軟體不可專利的案例,是本案例重要考量的案例)改善電腦技術的軟體方法具有可專利性? - Enfish LLC v Microsoft (Fed. Cir. 2016)(http://enpan.blogspot.tw/2016/05/enfish-llc-v-microsoft-fed-cir-2016.html)
- 改善電腦技術的發明非為可專利性標的,後見之明? - TLI Communications v. AV Automotive (Fed. Cir. 2016)(http://enpan.blogspot.tw/2016/05/tli-communications-v-av-automotive-fed.html)
本次CAFC法官(REYNA, TARANTO, and STOLL, Circuit Judges. REYNA, Circuit Judge.)認為,即便有TWO-STEP TEST,卻也不能過於簡單地看這些發明技術。
案件資訊:(這裡Title為:McRO v. Bandai Namco, et al. (Fed. Cir. 2016);亦有人稱:McRO v. Activision Blizzard)
原告/專利權人/上訴人:MCRO, INC., DBA PLANET BLUE
被告/被上訴人:BANDAI NAMCO GAMES AMERICA INC...et al
系爭專利:US6,307,576、US6,611,278
系爭專利US6,307,576、US6,611,278關於3D動畫人物自動嘴唇與臉部表情同步的技術,其中提出一個表情規則,算是設定了一些表情樣本,如驚訝、厭惡、尷尬與膽小的笑容等,加上換場、型態權重設定,最後形成有表情同步的影像流。
列舉專利範圍如下:
US6,307,576:
1. A method for automatically animating lip synchronization and facial expression of three-dimensional characters comprising:
obtaining a first set of rules that define output morph weight set stream as a function of phoneme sequence and time of said phoneme sequence;
obtaining a timed data file of phonemes having a plurality of sub-sequences;
generating an intermediate stream of output morph weight sets and a plurality of transition parameters between two adjacent morph weight sets by evaluating said plurality of sub-sequences against said first set of rules;
generating a final stream of output morph weight sets at a desired frame rate from said intermediate stream of output morph weight sets and said plurality of transition parameters; and
applying said final stream of output morph weight sets to a sequence of animated characters to produce lip synchronization and facial expression control of said animated characters.
14. An apparatus for automatically animating lip synchronization and facial expression of three-dimensional characters comprising:
a computer system;
a first set of rules in said computer system, said first set of rules defining output morph weight set stream as a function of phoneme sequence and time of said phoneme sequence;
a timed data file readable by said computer system, said timed data file having phonemes with a plurality of sub-sequences;
means, in said computer system, for generating an intermediate stream of output morph weight sets and a plurality of transition parameters between two adjacent morph weight sets by evaluating said plurality of sub-sequences against said first set of rules;
means, in said computer system, for generating a final stream of output morph weight sets at a desired frame rate from said intermediate stream of output morph weight sets and said plurality of transition parameters; and
means, in said computer system, for applying said final stream of output morph weight sets to a sequence of animated characters to produce lip synchronization and facial expression control of said animated characters.
US6,611,278:
19. An apparatus for automatically animating lip synchronization and facial expression of three-dimensional characters comprising:
a computer system;
computer code in said computer system, said computer code comprising:
a method for obtaining a first set of rules that defines a morph weight set stream as a function of phoneme sequence and times associated with said phoneme sequence;
a method for obtaining a plurality of sub-sequences of timed phonemes corresponding to a desired audio sequence for said three-dimensional characters;
a method for generating an output morph weight set stream by applying said first set of rules to each sub-sequence of said plurality of subsequences of timed phonemes;
a method for applying said output morph weight set stream to an input sequence of animated characters to generate an output sequence of animated characters with lip and facial expression synchronized to said audio sequence.
本案緣起原告/上訴人的專利案經加州中央區地方法院認定專利發明為不可專利標的(35 U.S.C. 101)而認定無效,原告上訴CAFC。
在地院階段,地院法官採用USPTO基於最高法院的判例制定的TWO-STEP TEST,地院法官認為系爭專利請求項範圍過廣,所述規則可能讓專利範圍涵蓋到非限定的規則,被告則主張系爭專利範圍僅是數學演算法則,產生一些資訊而已,據此地院法官判定系爭專利為不可專利標的。
CAFC階段,法官採用了2005年Phillips v. AWH Corp., 415 F.3d 1303, 1314 (Fed. Cir.
2005)案例的專利範圍解釋原則,從說明書等內部證據來解釋專利範圍,也採用了上述TWO-STEP TEST,且不預設立場認為這些專利範圍為抽象而不可專利的發明。
法官考量了STEP TWO中是否發明有轉換自然法則為可專利標的的技術?法官認為,因為系爭專利改善了已知技術,不會因為專利僅是跑在電腦上的軟體而認為是抽象的技術。
在此引用案例:
改善電腦技術的軟體方法具有可專利性? - Enfish LLC v Microsoft (Fed. Cir. 2016)
(http://enpan.blogspot.tw/2016/05/enfish-llc-v-microsoft-fed-cir-2016.html)
改善電腦技術的發明非為可專利性標的,後見之明? - TLI Communications v. AV Automotive (Fed. Cir. 2016)
(http://enpan.blogspot.tw/2016/05/tli-communications-v-av-automotive-fed.html)
整體來看請求項範圍,法院認為當中解決的問題、使用的規則、達到技術結果等,並非是抽象而不可專利標的。
CAFC判決表示步驟的順序組合、使用音素、時序與型態權重等非傳統規則的發明並非涉及抽象概念,而應為可專利標的。
"We hold that the ordered combination of claimed steps, using unconventional rules that relate sub-sequences of phonemes, timings, and morph weight sets, is not directed to an abstract idea and is therefore patent-eligible subject matter under § 101. Accordingly, we reverse."
本案駁回,發回重審。
my two cents:
常常關切電腦軟體專利的發展,如果要看本次系爭專利的技術,真的很"抽象",是個典型的軟體專利,請求項的裝置範圍明顯用功能手段,'278更特別以method for...描述功能。還有,請求項內容寫法很"直觀",抽象且平鋪直敘地描述軟體動作,不容易被接受是個可以被專利的方法專利。
因此,似乎地院的判斷是比較合理的,但是我欣賞CAFC的態度,就是不能因為是軟體步驟而一桿子打翻一船人地認為不能如此簡單批判一個發明的可專利性。
還有一個值得注意的問題是,系爭專利直指一些"擬人"的軟體應用,就是動畫人物可以模擬人的表情與說話,特別是現在新穎的電腦遊戲,因此被告盡是遊戲大廠,法院卻在此議題站在專利權人的一方,認為這個很軟體的專利為可專利發明,這些大廠應該都很跳腳吧!下一步是發回地院重審,其實不一定有不同的發展,甚至可以用102, 103主張無效。
更積極地,對於可能是抽象的技術,只要說明書明確地描述解決的過去的技術問題(如耗時、乏味、成本高、沒效率、效果不好),而且又明確地描述了改善方案、技術目的與手段,可能可以扭轉審查委員、法官對一般軟體發明的觀念,我想,至少是這件系爭專利給我們上的課。
被告們:
BANDAI NAMCO GAMES AMERICA INC.,
NAUGHTY DOG, INC., KONAMI DIGITAL
ENTERTAINMENT, INC., SEGA OF AMERICA,
INC., ELECTRONIC ARTS INC., OBSIDIAN
ENTERTAINMENT, INC., DISNEY INTERACTIVE
STUDIOS, INC., SQUARE ENIX, INC., NEVERSOFT
ENTERTAINMENT, INC., TREYARCH
CORPORATION, CAPCOM USA, INC., SONY
COMPUTER ENTERTAINMENT AMERICA LLC,
ATLUS U.S.A., INC., SUCKER PUNCH
PRODUCTIONS, LLC, INFINITY WARD, INC.,
LUCASARTS, A DIVISION OF LUCASFILM
ENTERTAINMENT COMPANY LTD. LLC, WARNER
BROS. INTERACTIVE ENTERTAINMENT, A
DIVISION OF WARNER BROS. HOME
ENTERTAINMENT INC., ACTIVISION
PUBLISHING, INC., BLIZZARD ENTERTAINMENT,
INC., VALVE CORPORATION, CODEMASTERS
USA GROUP, INC., CODEMASTERS SOFTWARE
INC., CODEMASTERS, INC., THE CODEMASTERS
SOFTWARE COMPANY LIMITED,
判決文:
http://www.cafc.uscourts.gov/sites/default/files/s15-1080.Opinion.9-9-2016.2.pdf
(備份:https://app.box.com/s/flgn3vhpjty8ygl8jqzsok666aupll7s)
資料參考:
http://patentlyo.com/patent/2016/09/dont-assume-abstract.html
http://patentlyo.com/patent/2015/03/activision-blizzard-section.html
Ron
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