Virtual reality (VR) completely replaces the real environment by means of special glasses and is used for virtual tours, games and events. A completely new reality is simulated through non-transparent glasses containing screens.
Similar to augmented reality (AR), trade mark and copyright protection is also at the forefront of VR. The allocation of rights to use and modify photos or films for VR tours (e.g. a virtual walk through Paris) is a good example of this. Should virtual access to public places be guaranteed in the sense of ‘freedom of the panorama’? Additional problems arise with regard to designing and disseminating virtual objects and avatars (user representation in virtual space). Some IP rights are already being transferred within the virtual world; for example, it is possible to buy imaginary branded items in a game. As a result, it must be discussed whether and to what extent IP law in the real world can be transferred to the virtual world.
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Conference on Intellectual Property & Sustainability at the University of Geneva
Symposium: "Best practices in the fight against counterfeiting & piracy – NFTs not your cup of tea? Well, they should: NFTs as a new way of fighting counterfeiting and piracy"