lithodomos vr sales presentation: virtual reality and archaeology

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Page 1: Lithodomos VR sales presentation: virtual reality and archaeology

Virtual Reality

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Page 2: Lithodomos VR sales presentation: virtual reality and archaeology

Outline

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I. Summary

II. About

III. Content

IV. Tourism

V. Revenue / Pricing

VI. Facts and Figures

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Bringing the ancient world to life.

Lithodomos VR

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Summary

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What is virtual reality?

Virtual Reality (VR) is a powerful tool for business, culture and education. It is a computer-generated simulation and experience which, by using special electronic equipment, enables you to immerse your physical presence into a real or simulated environment with which you can interact.

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Archaeological virtual reality

Lithodomos is the archaeological content creation and distribution platform for the modern world.

We are archaeologists and artists, and we use technology to breathe life back into the ancient world. Importantly, our research allows us to re-create the ancient world using best practices, and our technology enables us to reconstruct ancient places or create immersive real-world spaces. Lithodomos will enhance the experience of any place, immerse visitors in a detailed exploration of artefacts and distribute this content to users all over the world.

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About Lithodomos

While undertaking archaeological field work, Simon and Hamdi observed tourists interacting with technology / smart-phones on site. They understand that technology permits them to re-create ancient spaces and allows visitors to experience ancient artefacts and bygone worlds.

Simon and Hamdi believe that all people, from all corners of the world, should be able to explore everything that the world had, and has, to offer.

Simon Young CEOSimon is a classical archaeologist who applies his specialist knowledge to developing VR environments.

Dr M. Hamdi Kan Co-FounderHamdi has used technology within his archaeological field work since 2002, including 3D modelling and animation.

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Lithodomos ground crew

The Lithodomos team has all the necessary skills and experience in archaeology, technology and artistic design to accurately create, deliver and distribute your content. We create your content with maximum autonomy, and a minimum amount of your time.

Simon Young CEO

Hamdi Kan Global Sales

Tony Simmons Operations & Financials

Paul Giorgilli Technology & Marketing

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Inside Content & Creation

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Accurate recreation, and virtual transformation

At the heart of what we do is the accurate transformation of sites and artefacts from the ancient world into immersive virtual reality experiences in the modern world. We map, photograph, plot and scan our sites onto archaeological plans, or scan artefacts into a self-contained virtual and immersive world.

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Connect with your visitorsVR

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lExhibit your

content globally

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‘‘ VIRTUAL REALITY ENHANCES REAL LIFE, GIVING US ACCESS TO SO MUCH THAT IS OUT OF REACH PHYSICALLY AND ECONOMICALLY.

YOU HAVE TO SEE THE VIRTUAL WORLD FOR YOURSELF.

‘‘

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Your VR content

At Lithodomos, we use state-of-the-art hardware and software to capture and process our clients’ unique content. Once captured, we render the content into the 3D, animated and virtual worlds, before displaying and distributing it both locally and globally.

You are able to determine what content is captured and how, where the content is displayed and when, and at what price the content is delivered to those you choose as your audience.

Lithodomos has an archaeological, artistic and design team to re-create ancient environments and build virtual spaces in virtual reality.

Create

Once the content is created, it is hardware agnostic so we can deliver your content on any device, in any manner and at any location of your choosing.

Display2.

Your content can be accessed by anyone, anywhere via many distribution media. Your content can be “premium” (e.g. paid) or open (e.g. free).

Distribute3.

1.

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Content for everyone

We understand that users fit different profiles. Accordingly, we create content that is simple to use, immersive and able to target every user of every age group, gender and level of technological skills.

Elderly - They want simple, plug ’n play. Some users are immobile, yet we bring immersive content to them.

Middle aged - They are regular travellers and decision makers who control disposal income and choose to see all the sights. Children - Use content to inspire our youth and connect with the next generation of travellers.

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Children

Middle Aged

Elderly

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Your content Your format Your audienceL

Standard Video. We can output your

content in standard format for web use.

3D Images. We can create another dimension for

detailed viewing.

VR content. We capture and then create immersive

experiences.

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Entice visitors and enhance their experiences.

Tourism

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Tourism of the future

As a tour operator you want to provide your customers with the experience of a lifetime, and create new sources of revenue.

A virtual environment adds a new layer of authority to a tour and showcases the essence of the subject matter.

Tour operators

1.

Make your museum or gallery accessible to every person on earth. Share your works globally and inspire a new generation of visitors.

Enable people to view artefacts and items at a closer range than usual, create a level of immersion and intimacy and tell complete stories.

Museum / galleries

2.

The tourism industry is vital for every government. Government has a role to promote its country and to curate its cultural heritage.

We use virtual reality to allow you to engage with those visitors who have journeyed to your shores, and entice new visitors from far flung places.

Government

3.

What if you could travel to the best archaeological and heritage sites, visit ancient cities and stroll through the world’s best museums all in one day? Virtual reality brings visitors to your doorstep without them stepping out of their front door.

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VR enables your content to reach new users.

Revenue

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New sources of revenue

Private and public universities, schools and libraries all over the world will educate their students and citizens with VR-based content.

EducationVirtual reality tours immerse you in your surroundings, enhance your experience and enable a new medium to deliver untold stories.

Guided tours

Globally, people are consuming premium content at ever increasing rates. Online distribution channels now reach massive audiences.

Premium contentMuseums, galleries and ancient sites are attracting more visitors of new demographics with engaging, VR and content-driven, exhibitions.

Exhibitions

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Steps to create VR content

Lithodomos has created a seamless process to move through customer engagement, scoping, then onto content creation, distribution and ongoing support. We have a mobile team that can commence work quickly and deliver content to all corners of the globe fast.

We start with an on-site scoping exercise to work through the delivery options and opportunities and to scope the sites and artefacts for creation.

Understand content scope and delivery / technology preferences.

Workshop

Agree complete scope and timing.

Scope document

Engage in a research-based creative process.

Create content

On-site installation. Hardware is deployed, tested and turned on ready for use.

Delivery

Content is stored securely for licensing and online channel distribution.

Distribution

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Lithodomos pricing

Pricing is determined by a range of factors including, for example; location, number of artefacts / items, size of virtual space, hardware required to be deployed.

We offer a variety of licensing models which provide a significant level of pricing flexibility.

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VR facts and figures

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$30billion

Estimated global VR entertainment revenue by 2020

200million

Estimated total users of VR headsets by 2020

Headsets.

44% of people very interested in VR

$7billion

Estimated VR hardware revenue over next 3 years

$6billion

Estimated VR software revenues over next 3 years

Software.

43Million active VR users

26% used VR head set somewhere

Sources; Piper Jaffray (Next Mega Tech Theme is VR), Digi- Capital (Augmented / Virtual Reality Report) and KZero (Consumer VR Report)

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Projected VR market

According to Goldman Sachs, the VR industry is predicted to reach a value of $80 billion a year ($35 billion software and $45 billion hardware) by the year 2025. Video gaming, closely followed by video entertainment and live events, are seen as the drivers.

Consumer VR Market 2025 ($Bn)

$0.7

$3.2

$4.1 $11.6

VideogamesLive EventsEntertainmentEduca&on

Worldwide VR Market ($Bn)

2016E

2017E

2018E

2019E

2020E

0 7.5 15 22.5 30

HardwareSo#ware

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VR is the real deal

Deals and Dollars into VR / AR Companies (Fiscal quarter - Q1 12 - Q2 15)

1

10

100

Q1 12 Q2 12 Q3 12 Q4 12 Q1 13 Q2 13 Q3 13 Q4 13 Q1 14 Q2 14 Q3 14 Q4 14 Q1 15 Q2 15

$131$117

$626

$56

$17

$76

$179

$28$38

$55

$9

$16$16

$26 1625

1314

8

15151111

75

7755

7 75

711 11

15 15

8

14 13

2516

Investors are showing a continued interest in the future strength and growth of the VR industry. This has been highlighted not just by deals completed and deal value, but by the companies participating, including: Google, Facebook, Intel and Qualcomm.

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Global Penetration

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Contactwww.lithodomosvr.com

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Simon Young [email protected]

13 Yarra Street, South Melbourne, Victoria, 3205. Australia

+61 415 212 301