Patents for VR Sports on the Rise | Be Korea-savvy

Patents for VR Sports on the Rise

A player teeing off as part of a virtual reality (VR) game, commonly referred to as "screen golf." (image: Golfzon)

A player teeing off as part of a virtual reality (VR) game, commonly referred to as “screen golf.” (image: Golfzon)

DAEJEON, May 23 (Korea Bizwire)With virtual reality (VR) sports like screen golf becoming popular, related patent applications have surged.

According to the Korean Intellectual Property Office on Wednesday, there have been 357 domestic patent applications in the field of VR sports over the past three years from 2016 to 2018, up 69 percent from 211 in the three years from 2013 to 2015.

Looking at each sports event, the number of applications for screen golf, which accounts for a majority of all applications, increased by 30 percent, from 79 to 107 cases.

Meanwhile, the number of applications for other sports is on the rise as well, with a 179 percent increase in baseball from 24 to 67 cases, a 131 percent increase in cycling from 16 to 37 cases, a 550 percent increase in fishing from 2 to 13 cases and a 350 percent increase in tennis, badminton, swimming, and climbing, which are forming a new market.

The increase can be interpreted as a maturation of the technology related to screen golf, but it also reflects a trend towards diversification in the VR sports market.

Patent technology used in VR sports mainly focuses on increasing visual immersion among users by providing advanced IT technologies such as augmented reality (AR) and VR in tandem with headsets.

Another technology that implements 3D images using holographic techniques in space is also noteworthy.

Such technologies are applied in various ways in sports, such as cycling, fishing and shooting, activities that are less intense but place importance on appreciating the environment.

Various technologies have featured in the patent applications, such as technology to attach wearable devices to the body, technology to measure user movements with a camera, and technology to compare, assess, and correct the posture of human motion.

Such technologies can be seen frequently in areas where coaching on posture is emphasized, such as golf and baseball.

Kevin Lee (

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