Ia Labs Ca, LLC v. Nintendo Co.

863 F. Supp. 2d 430, 2012 U.S. Dist. LEXIS 71126, 2012 WL 1865405
District Court, D. Maryland·Decided February 29, 2012·No. Civil No. PJM 10-833·Published·Cited by 1 cases

Opinion

OPINION

PETER J. MESSITTE, District Judge.

IA Labs CA, LLC (“IA Labs”) has sued Nintendo Co., Ltd. and Nintendo of America, Inc. (collectively, “Nintendo”), alleging infringement of U.S. Patent No. 7,121,982, “Computer Interactive Isometric Exercise System and Method for Operatively Interconnecting the Exercise System to a Computer System for use as a Peripheral” (the “ '982 patent”).1

Nintendo develops, manufactures, and sells interactive entertainment products, including video game consoles, controllers, and software. IA Labs contends that Nintendo’s Wii gaming system infringes various claims of the '982 patent.2 Specifically, IA Labs argues that (1) the Wii Balance Board (the “Balance Board”), which is used to control games on the Wii Fit and Wii Fit Plus software played through the Wii Console, satisfies each element of Claims 1, 2, 4, 8, 9, 13, 16, 20, 21, 23, 25, 27, and 28 of the '982 patent, (2) the Balance Board and the Wii Remote together satisfy each element of Claims 6, 7, 14, and 15 of the '982 patent, and (3) the Balance Board, when used in conjunction with a television set or computer monitor, satisfies each element of Claim 5 of the '982 patent.

The Court considers Nintendo’s Motion for Summary Judgment of Non-Infringement [Docket No. 204], Nintendo’s Motion for Partial Summary Judgment of No Willful Infringement [Docket No. 219], Nintendo’s Motion to Bifurcate [Docket No. 152], IA Labs’ Motion in Limine [Docket No. 283], Nintendo’s Omnibus Motion in Li-mine [Docket No. 288], Nintendo’s Motion to Exclude the Expert Testimony of Gregory Lewis Merril [Docket No. 333], and IA Labs’ Motion to Exclude the Testimony of Defendant Witnesses Rodrigo, Li, and Berme [Docket No. 335].3 The Court has heard oral argument on the two Motions for Summary Judgment and the Motion to Bifurcate and has conducted a Markman hearing, during which it construed certain disputed claim terms and deferred construction of others.

For the reasons that follow, Nintendo’s Motion for Summary Judgment of Non-[434]*434Infringement [Docket No. 204] is GRANTED. Because the Court finds no infringement as a matter of law, it need not reach the merits of Nintendo’s Motion for Partial Summary Judgment [Docket No. 219] nor any of the Motions pertaining to the trial of the claims [Docket Nos. 152, 283, 288, 333, and 335], all of which are deemed MOOT.

I. Background

A. The '982 Patent

On October 17, 2006, the United States Patent and Trademark Office issued the '982 patent to PowerGrid Fitness, Inc. The patent covers “an isometric exercise system that serves as a computer system peripheral and facilitates user interaction with a host computer system while the user performs isometric exercise.” (’982 patent, col. 1 11. 11-14.) The patent includes 28 distinct claims, each of which constitutes various permutations of the same core invention described in Claims 1 and 9.4

1. Purpose and Scope of the '982 Patent

The background section of the '982 patent distinguishes prior art isometric exercise devices from the “vast majority” of exercise devices, which utilize only isokinetic and/or isotonic exercise. (Id. col. 111. 20-23.) According to the patent, “[i]so-metric exercise involves the exertion of force by a user against an object that significantly resists movement as a result of the exerted force such that there is substantially minimal or no movement of the user’s muscles during the force exertion.” (Id. col. 1 11. 29-34.) The background section provides examples of isometric exercise, including a person pushing against a stationary surface, attempting to pull apart tightly gripped hands, or attempting to bend or flex a rigid steel bar. (Id. col. 1 11. 34-37.) It goes on to explain that isometric exercise can be “very useful for rehabilitation, fitness and/or training,” but that due to its “inherently tedious nature, isometric exercise devices are less popular” than their isotonic and isokinetic counterparts. (Id. col. 1 11. 25-26,37-41.)

The background section of the '982 patent identifies the drawbacks of the existing related art. Though a “particularly important feature in many isometric exercise devices is the ability to measure forces applied to a resistive object by one or more muscle groups” (id. col. 1 11. 42^45), the existing isometric exercise devices are said to be “tedious” and “provide limited feedback.” (Id. col. 2 11. 45-46.) The patent identifies one item of existing related art that attempts to combine virtual reality with an isometric exercise device, but notes that this existing invention is limited to specific forms of isometric knee and ankle exercise. (Id. col. 3 11. 50-60.)

Given the “tedium” associated with the existing art, the '982 patent sought to create a device that would interact with a host computer system so as to “enhance the level of interest and enjoyment associated with performing isometric exercises.” (Id. col. 3 1. 65-col. 4 1. 2.) More particularly, the’ invention would facilitate user participation in a virtual reality simulation based [435]*435on the performance of isometric exercise. (Id. col. 4 11. 7-12.) Other objectives of the invention were to determine the type, amount, or degree of force applied by the user, to create a system that was adaptable for use with a variety of computer systems, and to allow customization for a desired purpose or application. (Id. col. 4 11. 3-7, 12-20.) The '982 patent, however, does not require that two or more of these objects be combined, if not otherwise required by the claims. (Id. col. 4 11. 21-25.)

2. Specification and Claims of the '982 Patent

The '982 patent discloses two preferred embodiments. The first preferred embodiment is depicted in Figure 1, below.5

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Figure l6

Central to the invention is what the Applicant called an “effector,” against which the user exerts herself in performing an isometric exercise. In Figure 1, the effector includes “an elongated and generally cylindrical bar or rod constructed of any suitably rigid material (e.g. a metal alloy) that is capable of being slightly deformed within its elastic limit.” (Id. col. 5 11. 38-41.) Two sensors “are affixed on the effector” and are offset so as to measure “bending deflections” in different directions. (Id. col. 6 11. 6-27.) The sensors are connected to a processor within the control circuitry, which receives electrical signals from the sensors resulting from an application of force to the effector bar and “converts” the signals into information that is, preferably, “indistinguishable from the inputs of any standard peripheral device.” (Id. col. 6 11. 28-39.)

The second preferred embodiment of the '982 patent is depicted in Figure 2, below. This embodiment uses a “cockpit” configuration, described as useful for flying and driving type games. (Id. col. 11 11. 43-46.)

[436]*436[[Image here]]

Figure 2

The second embodiment “includes a set of elongated and generally cylindrical effector bars” that form an unmovable “T-type handle-bar configuration for manipulation by a user.” (Id. col. 8 11.

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Ia Labs Ca, LLC v. Nintendo Co., 863 F. Supp. 2d 430, 2012 U.S. Dist. LEXIS 71126, 2012 WL 1865405 (D. Md. 2012).

863 F. Supp. 2d 430 (Ia Labs Ca, LLC v. Nintendo Co.) — published by Counsel Stack Legal Research, free access to 12M+ legal documents.

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