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WHAT IS AUGMENTED REALITY?
Augmented Reality (AR) recognizes an object in the physical world,
then superimposes that object with computer-generated sensory
input (sound, video, graphics, data) to create an enhanced interac-
tive experience.
WHAT IS VIRTUAL REALITY?
Virtual reality is a three-dimensional, computer generated environ-
ment which can be explored and interacted with using a head
mounted display. The technology is so immersive it can trick the
user into believing they are actually there in this imaginary world.
While part of this virtual world, a person is able to manipulate
objects or perform a series of actions.
THE MARKET
vs
$
150BILLION
forecasted revenue by 2020
We forecast that AR/VR could hit $150 billion revenue by 2020, with AR taking
the lion’s share around $120 billion and VR at $30 billion.
Some industries will greatly benefit from the growth of AR - let’s include a
small blurb here
As the US population grows, the number of people attending visitor-serving
organizations is (still) in general decline. And this is a very big problem for sustain-
ability without a digital-age shift in our business model - enter AR
WHO BENEFITS?
GLOBALIVE XMG has built a technological platform that will allow
augmenting a variety of objects to make the end user’s world digital and
far more interactive.
THE SOLUTION
SIMPLICITY OF USE
PUBLIC
SECTOR (Military,
Transportation,e
tc.)
INDUST
RIAL (Machinery I
nstructions,Asse
m
blyDirections,et
c.)
SCIENC
E
(Surgery, Medici
ne,Pharmaceutic
als,etc.)
CULT
URAL INSTITUTI
ONS
BUSINE
SSES & RETAIL (
M
arketing,Brand
Exposure,etc.)
EDUCAT
ION (Anatomy Vi
sualization,Arche
ology,etc.)
ENTERT
AINMENT (Movie
s,Games,etc.)
(Museums, Exhibit Space, etc.)
172MILLION
ANNUAL VISITORS FOR THE
TOP 100 MUSEUMS IN THE
WORLD
$
53/ VISIT
AVERAGE SPENT BY VISI-
TORS ON ADMISSION, SHOP-
PING & FOOD
21%
DECLINE
IN LAST DECADE’S ATTEN-
DANCE TO U.S. MUSEUMS
AND GALLERIES
The most impactful, powerful learning comes from experiencing topics through personal involvement and self initiation
(Carl Rogers “Theory of Experiential Learning”). Cultural institutions house vast collections of tangible objects from our
world’s history, representing an immense potential learning experience. The key is to appeal to today’s tech-savvy
teens - Augmented Reality makes the subject matter relevant because it is self-directed based on individual interests
and offering a quick results using familiar technology.
!
CONSUMERS WORLDWIDE TO
GET SMART(PHONES) BY 2016
2BILLION SMARTPHONE USERS IN THE U.S. BY 2017,
MAKING UP 65% OF TOTAL POPULATION
200MILLION
DOWNLOAD THE
GLOBALIVE APP
(iPhone or Android)
SCAN AN ITEM’S
QR CODE WITH
THE CAMERA
LIVE CONTENT
DISPLAYED ON
THE APP
INCREASE VISITOR ENGAGEMENT
Content-rich, easy-to-use, relevant and individualized
user experiences improves visitor engagement
DRIVE REVENUE GROWTH
New revenue opportunities and facilitated mobile
commerce will grow sales
MINIMALLY DISRUPTIVE IMPLEMENTATION
Globalive XMG solutions makes exhibit information
easy to use
INCREASE VISITATION
More engaged visitors will visit more often and interact
more deeply with cultural institutions and its exhibits
GAIN INSIGHT THROUGH DATA
Powerful analytics will allow institutions to create
better experiences and make better decisions
IMPROVE FUNDRAISING EFFORTS
Our app engages with patrons once they have left the building,
improving fundraising prospects
20
40
60
80
100
120
140
160
2016 2017 2018 2019 2020
AUGMENTED REALITY
VIRTUAL REALITY
POINT MOBILE
DEVICE AT THE
EXHIBIT
POINT MOBILE
DEVICE AT THE
EXHIBIT
Globalive XMG is a joint venture between Globalive Communications and XMG Studios with additional funding by leadings VC partners
and angel investors. Our current focus is on cultural institutions, museums, art galleries, and historical sites.
Learn more by visiting www.globalivexmg.com
1 2 3 4 5

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Business Overview AR - GXMG

  • 1. WHAT IS AUGMENTED REALITY? Augmented Reality (AR) recognizes an object in the physical world, then superimposes that object with computer-generated sensory input (sound, video, graphics, data) to create an enhanced interac- tive experience. WHAT IS VIRTUAL REALITY? Virtual reality is a three-dimensional, computer generated environ- ment which can be explored and interacted with using a head mounted display. The technology is so immersive it can trick the user into believing they are actually there in this imaginary world. While part of this virtual world, a person is able to manipulate objects or perform a series of actions. THE MARKET vs $ 150BILLION forecasted revenue by 2020 We forecast that AR/VR could hit $150 billion revenue by 2020, with AR taking the lion’s share around $120 billion and VR at $30 billion. Some industries will greatly benefit from the growth of AR - let’s include a small blurb here As the US population grows, the number of people attending visitor-serving organizations is (still) in general decline. And this is a very big problem for sustain- ability without a digital-age shift in our business model - enter AR WHO BENEFITS? GLOBALIVE XMG has built a technological platform that will allow augmenting a variety of objects to make the end user’s world digital and far more interactive. THE SOLUTION SIMPLICITY OF USE PUBLIC SECTOR (Military, Transportation,e tc.) INDUST RIAL (Machinery I nstructions,Asse m blyDirections,et c.) SCIENC E (Surgery, Medici ne,Pharmaceutic als,etc.) CULT URAL INSTITUTI ONS BUSINE SSES & RETAIL ( M arketing,Brand Exposure,etc.) EDUCAT ION (Anatomy Vi sualization,Arche ology,etc.) ENTERT AINMENT (Movie s,Games,etc.) (Museums, Exhibit Space, etc.) 172MILLION ANNUAL VISITORS FOR THE TOP 100 MUSEUMS IN THE WORLD $ 53/ VISIT AVERAGE SPENT BY VISI- TORS ON ADMISSION, SHOP- PING & FOOD 21% DECLINE IN LAST DECADE’S ATTEN- DANCE TO U.S. MUSEUMS AND GALLERIES The most impactful, powerful learning comes from experiencing topics through personal involvement and self initiation (Carl Rogers “Theory of Experiential Learning”). Cultural institutions house vast collections of tangible objects from our world’s history, representing an immense potential learning experience. The key is to appeal to today’s tech-savvy teens - Augmented Reality makes the subject matter relevant because it is self-directed based on individual interests and offering a quick results using familiar technology. ! CONSUMERS WORLDWIDE TO GET SMART(PHONES) BY 2016 2BILLION SMARTPHONE USERS IN THE U.S. BY 2017, MAKING UP 65% OF TOTAL POPULATION 200MILLION DOWNLOAD THE GLOBALIVE APP (iPhone or Android) SCAN AN ITEM’S QR CODE WITH THE CAMERA LIVE CONTENT DISPLAYED ON THE APP INCREASE VISITOR ENGAGEMENT Content-rich, easy-to-use, relevant and individualized user experiences improves visitor engagement DRIVE REVENUE GROWTH New revenue opportunities and facilitated mobile commerce will grow sales MINIMALLY DISRUPTIVE IMPLEMENTATION Globalive XMG solutions makes exhibit information easy to use INCREASE VISITATION More engaged visitors will visit more often and interact more deeply with cultural institutions and its exhibits GAIN INSIGHT THROUGH DATA Powerful analytics will allow institutions to create better experiences and make better decisions IMPROVE FUNDRAISING EFFORTS Our app engages with patrons once they have left the building, improving fundraising prospects 20 40 60 80 100 120 140 160 2016 2017 2018 2019 2020 AUGMENTED REALITY VIRTUAL REALITY POINT MOBILE DEVICE AT THE EXHIBIT POINT MOBILE DEVICE AT THE EXHIBIT Globalive XMG is a joint venture between Globalive Communications and XMG Studios with additional funding by leadings VC partners and angel investors. Our current focus is on cultural institutions, museums, art galleries, and historical sites. Learn more by visiting www.globalivexmg.com 1 2 3 4 5