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SpaceTime XR

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SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.

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SpaceTime XR

  1. 1. SPACETIME XR COLLABORATION SPACETIME    |  COMMERCIAL  IN  CONFIDENCE    
  2. 2. SPACETIME XR – EXECUTIVE SUMMARY SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     2   The  world  as  we  know  it,  and  the  way  business  and  entertainment  is  carried  out,  is   changing  and  it  is  changing  quickly.       With  the  increased  rate  at  which  data  can  be  transmiHed,  the  reduced  cost  of   transmiJng  data  and  the  mass  commercialisaKon  of  hardware,  both  business  and   entrepreneurs  can  now  access  paying  customers  across  the  planet  through  the   creaKon  of  virtual  and  augmented  worlds  that  could  only  be  imagined  a  few  years  ago.     AcKve  parKcipaKon  or  engagement  in  a  live  show,  a  collaboraKve  meeKng  or  an   exhibiKon  is  no  longer  limited  by  the  physical  locaKon  of  the  end  user.  Through  the   use  of  virtual  and  augmented  reality,  a  teenager  in  Beijing  can  visit  a  once  in  a  life  Kme   exhibiKon  in  Shanghai  or  Paris.  A  sports  fan  in  Berlin  can  parKcipate  in  an  exclusive   esports  event  being  hosted  in  New  York.       SPACETIME  XR  is  a  unique  commercial  plaSorm  that  allows  content  developers   anywhere  to  create  exciKng  new  experiences  for  many  concurrent  users  anywhere  in   the  world  to  access  and  collaborate  on  both  AR  and  VR  devices  be  it  Android  devices,   iOS  devices,  PC/Mac,  HoloLens,  Meta,  HTC  Vive,  Oculus  RiW,  Oculus  Go  and  similar   headset  devices  like  the  Pico  Goblin,  etc.    
  3. 3. WHAT IS VR + AR + MR ? = XR SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     3   Virtual  Reality  (VR)  -­‐  A  fully  immersive  experience  in  which   digital  content  completely  replaces  your  view  of  the  physical   world.       Augmented  Reality  (AR)-­‐  Any  technology  that  overlays  digital   content  on  your  view  of  the  physical  world.  Peter  Jackson's   Augmented  Reality  film  preview  is  a  good  example  of  what  can   be  done.  hHps://www.youtube.com/watch?v=eDxzlwEriAw         Mixed  Reality  (MR)  -­‐  Any  Virtual  or  Augmented  Reality   experience  where  the  real  and  digital  worlds  interact.           XR  Includes  VR,  AR  and  MR  technologies  as  a  whole.
  4. 4. MASSIVE INVESTMENT IN XR TECH SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     4   The  cost  of  hardware  is  plummeKng  and  the  range  of  opKons  growing  on  a  monthly  basis  
  5. 5. XR INDUSTRY SECTORS SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     5   XR  can  be  applied  to  a  wide  array  of   industries  from  entertainment  to  mining,   agriculture,  healthcare  to  airports,     oil  &  gas  to  building  and  construcKon.       Large  corporaKons  such  as  Boeing  and   Exxonmobil    have  been  leading  the  way  with   innovaKve  applicaKons  of  AR/VR/MR   technology  in  their  industry  operaKons.  Other   key  growth  sectors  include  defence,  security,   and  educaKon.     This  presentaKon  focuses  on  XR  for   entertainment/educaKon  and  collaboraKon  in   a  variety  of  industries,  powered  by  the   innovaKve  new  plaSorm  -­‐  SPACETIME  XR.
  6. 6. XR CONTENT DEVELOPMENT ECO SYSTEM SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     6   Globally,  digital  content  creators,  design   agencies,  film  and  TV  producKon  companies,   architects,  industrial  designers,  story  tellers,   engineers  and  developers  have  included  XR  as   part  of  their  products  and  service  offering.   Some  have  specialised  in  XR  whilst  others  see   this  as  the  next  wave  and  are  skilling  up.     In  a  similar  way  to  the  early  internet  days,  tools   and  technologies  are  rapidly  developing  to   enable  the  creaKon  of  rich  new  experiences.       Early  adopKon  is  in  games  and  entertainment   with  single  user  Ktles  and  many  social  VR   worlds  launching.       XR  Collabora6on  is  the  game  changer.  
  7. 7. A  collaboraKve  virtual  environment  is  a  space   in  which  people  can  interact  with  each  other,   oWen  from  mulKple  locaKons.  The  aim  is  for   these  people  to  share  ideas  and  experiences   in  a  co-­‐operaKve  seJng.     CollaboraKon  in  a  virtual  environment  can  be   enKrely  digital  (VR)  or  a  mixture  of  the  virtual   and  real  world  (AR).       The  main  advantage  is  to  allow  a  group  of   people  who  are  based  in  a  variety  of  locaKons   with  different  devices  to  share  informaKon  or   a  common  experience.     SPACETIME  XR  has  been  developed  with   collaboraKon  and  mulK  user/mulK  technology   access  at  it’s  core.   WHAT IS COLLABORATION IN XR ? SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     7  
  8. 8. Shared  VR  experiences  have  their  roots  in   social  VR  mulKplayer  systems  and  are  being   adapted  to  enable  immersive  group  learning.       SPACETIME  XR  uses  mechanisms  for  loading   virtual  worlds  and  synchronizing  the   playback  of  2D,  3D  and  mulK-­‐media  content   for  all  users  -­‐  so  the  users  share  the  same   experience  at  the  same  Kme  no  maHer   where  they  are  based.       The  problem  VR  developers  face  is  that  their   focus  is  on  the  creaKon  of  content.   Consequently  their  projects  oWen  only  allow   access  through  one  parKcular  type  of  device   and  not  a  range  of  VR  and  AR  devices.  This   limits  the  size  of  the  potenKal  audience  and   reduces  the  potenKal  revenue  opportunity.     WHAT IS COLLABORATION IN XR ? SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     8  
  9. 9. SPACETIME  XR  supports  all  avatar  formats.       Photogrammetry  and  volumetric  video  can  be   used  to  scan  a  3D  version  of  a  person  but  in   the  pursuit  of  realisKc  VR  avatars  the  level  of   fidelity  has  to  be  very  high  to  be  successful.         In  most  cases,  VR  Avatars  are  designed  as   graphical  representaKons.  The  eyes  are   designed  not  to  move  and  the  face  is   designed  not  to  require  a  facial  expression.       Based  on  the  rest  of  your  body  language/ pitch  of  your  voice,  your  brain  has  a  easy  Kme   filling  in  this  informaKon.   SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     9   WHAT IS COLLABORATION IN XR ?
  10. 10. (6DoF)  Six  Degrees     of  Freedom                 (3DoF)  Three  Degrees     of  Freedom               SPACETIME  XR  supports  both  levels  of     DoF  in  VR  experiences  simultaneously.   SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     10   WHAT IS COLLABORATION IN XR ?
  11. 11. WHAT ARE THE CURRENT LIMITATIONS ? SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     11   •  Few  people  have  access  to  the  latest  high-­‐end  hardware  that  most  content   developers  wish  to  focus  on  or  incorporate  into  their  product  offerings  (nor  does   everyone  want  to  wear  an  AR/VR  headset)   •  ExisKng  social  VR  plaSorms  are  targeted  at  the  tech-­‐savvy  early  adopters   (and  it  is  not  easy  to  quickly  invite  in  guests  and  clients/classrooms)   •  ExisKng  enterprise  AR/VR  plaSorms  are  complicated  and  bespoke   (and  target  specific  hardware)   •  ExisKng  mulK-­‐user  plaSorms  are  designed  to  run  over  the  internet   but  not  able  to  run  many  users  locally,  and  VR  Arcades  don’t  work  remotely.  
  12. 12. WHAT DOES SPACETIME XR SOLVE ? SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     12   SPACETIME  XR  allows  large  groups  of  users  to  parKcipate  in  a  shared  collaboraKve  VR/ AR  experience  such  as  events,  meeKngs,  exhibiKons,  performances,  eSports  both  at   the  same  physical  locaKon  and  remotely  over  the  internet  using  a  variety  of  devices   with  outcomes  saved  to  the  web.  It  allows  developers  to  focus  on  the  creaKon  of   content  and  use  SPACETIME  XR  to  expand  the  reach  of  their  projects  to  end  users.       Key  SPACETIME  XR  features  include:     •  Available  on  every  device     •  Mix  VR,  AR,  mobile,  desktop,  and  voice  simultaneously   •  Payment  gate  for  revenue  generaKon  (future  releases)   •  Easy  email  invitaKon  and  inclusion  of  parKcipants     •  Content  synchronizaKon  to  all  local  and  remote  parKcipants   •  Avatar  system  with  voice  chat   •  Content  library  access  or  upload  your  own  branded  worlds     •  Includes  collaboraKon  tools  and  a  web  portal   •  Spectator  cameras  for  live  streaming   •  Third  Party  app  integraKon  
  13. 13. SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     13   •  ParKcipants  can  talk  to  each  other  even  when  levels  are  loading     •  Common  user  experience  and  user  interacKons  across  all  devices  regardless  of   locaKon     •  AR  and  VR  physical  user  space  synchronizaKon:  a  facilitator  can  set  users  point  in   physical  space  (presets  or  calibrate)   •  AR  and  VR  in  same  experience:  3D  layers  can  be  tagged  and  hidden  when   switching  to  AR   •  A  payment  gateway  will  allow  retail  end  users  to  be  charged  for  access  to  an   exhibiKon,  live  show  or  eSport  event.  With  the  acceptance  of  online  gambling  in   the  US,  this  has  significant  upside  potenKal   UNIQUE FEATURES OF SPACETIME XR
  14. 14. SPACETIME XR PRODUCT ROADMAP SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     14   Stage  One     •  Establish  B2B  business  model   •  TargeKng  large  corporaKons,  defence  contracts  bespoke  bi-­‐lateral  licensing   agreements  with  limited  end  user  rights     •  Max  30  acKve  users  per  licence     Stage  Two     •  Target  educaKon  and  smaller  scale  enterprise     •  Increase  funcKonality  for  hundreds  of  acKve  users  per  license   •  SDK  for  Third  Party  content  and  applicaKons     •  Expand  into  B2C  with  incorporaKon  of  payment  gateway.  The  payment  gateway   will  be  an  off  the  shelf  plug-­‐in  with  special  arrangements  currently  under   discussion  for  China  and  other  regions   •  RegistraKon  of  patents     Stage  Three     •  Develop  entertainment  and  gaming  relaKonships   •  Market  Place  available  for  Third  Party  app  developers   •  Target  1  million  users  infrastructure  funcKonality  and  reliability  
  15. 15. SPACETIME XR STAGE ONE SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     15   SPACETIME XR PLATFORM AR Headsets Mobile Devices VR Headsets Synchronized VR, AR & mobile devices to user content Library Worlds Stage # 1 Static Content Video Content 3D Content Audio Content Core Interaction System •  Avatars •  Voice Chat ( mutable ) •  Locomotion ( terrain following, collider blocking, teleportation ) •  Hand interaction ( finger gestures, grab, use ) •  Web powered tablet Core meeting management •  Change World •  Load Asset Core mixed AR/VR management •  AR/VR layers ( hide VR layers in AR mode ) •  World space anchors Content of ~20 worlds
  16. 16. TECHNOLOGIES SUPPORTED STAGE 1 SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     16   SPACETIME  XR  MVP  currently  uses  7  diverse  technologies:     •  Desktop  VR:  OpenVR  (Vive,  RiW,  WMR)   •  Mobile  VR:  GearVR,  Oculus  Go  (opKonal  hand  controller)   •  Mobile  AR:  MicrosoW  HoloLens   •  Mobile:  iOS  (ARKit  +  GoogleVR  +  Mira  Prism),  Android  (GoogleVR)   •  Desktop:  WIndows,  OSX   The  Cloud  Services  are  hosted  on  AWS:   •  AuthenKcaKon     •  MeeKng  servers  running  on  Ubuntu     •  World  Loading  and  synchronizaKon     SDK:   •  Unity3d  World  and  Asset  SDK  
  17. 17. SPACETIME XR STAGE ONE (AWS) SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     17   End-user SPACE TIME client app SPACE TIME Session Manager Headless Service NodeJS / REST OASIS World Host(s)OASIS World Host(s)OASIS World Host(s) World Host On-Demand Spawner SPACE TIME World Host(s) (Multi-player) m4.large ~16 players (higher machine for larger users) * Online only during live meeting SPACE TIME World Host v1 AMI custom AMI World Instance State Persistence RDS World Bundles S3 CDN CloudFront OpsWorks - Autoscale Worlds DB World Object Bundles t S3 Worlds bundle Builder ec2 AUTH BILLING Send Mail SendGrid Stripe (in house) Analytics MixPanel ec2 eOpsWorks Autoscal ec2 OASIS World Host(s)OASIS World Host(s)OASIS World Host(s) Worlds Bundle Builder Platform Instance RDS White-label Organization Domains route53 SPACE TIME t app User Profiles System Data DBDB RDS SPACETIME AWS ARCHITECTURE “Towards First 1000 Users” Ec2 - min 6 instances parallel * Online during compiles ~ 20mins SPACETIMEXR. COM Web Portal NodeJS ec2 OpsWorks - Autoscaleleoscaleoscal Web Browser Key: XXXXX - Running in AWS today XXXXX - Running as static server WIP XXXXX - Running local machine manually
  18. 18. Stage # 2 Dynamic Content Annotation Play Back Spatial Acoustics SPACETIME XR STAGE TWO SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     18   SPACETIME XR PLATFORM AR Headsets Mobile Devices VR Headsets Synchronized VR, AR & mobile devices to user content Library Worlds Stage # 1 Static Content Video Content 3D Content Audio Content Core Interaction System •  Customisable avatars •  Sit and Stand modes •  Improved interaction system (pickup & use objects) •  laser pointer input •  keyboard input Toolbox •  Annotation: Text / Drawing •  Selfie Photos/Video •  Shared Web Browser views •  Live messaging and notifications •  More Platforms •  Pico, Mira Prism •  Recoding and Playback SDK 1.1 •  Interactions, Scripting support Web Portal •  User registration and account management •  World management Cloud •  Auto provisioning •  Centralised account verification •  Utilisation logging/billing •  Additive scene loading
  19. 19. Stage # 2 Dynamic Content Annotation Play Back Spatial Acoustics SPACETIME XR STAGE THREE SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     19   SPACETIME XR PLATFORM Stage # 1 Static Content Video Content 3D Content Audio Content AR Headsets Mobile Devices VR Headsets Stage # 3 Dispute Resolution Payments Market Place Global Cloud Architecture Third Party Apps Library Worlds Payment Gateway Apps •  Core •  Animated avatars •  Voice chat (echo cancellation) •  invitations & live calls Toolbox •  Video Streaming •  Webpad 2.0 •  Store viewer Marketplace •  Buy/Sell apps & assets •  Blockchain •  Payments and Billing Integrations •  Hooks for external systems & processes •  Live telemetry I/O •  REST API for automation Cloud •  MMO Persistent worlds & global scalability •  Streaming spectator feeds •  CDN content distribution •  Geo-location-based AR/VR
  20. 20. SPACETIME XR - SEED FUNDING SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     20   Seed  Funding  sought  September/October  2018     •  Funds  sought  $A500,000   •  Company  ValuaKon  $A5  million       •  The  offer  is  only  open  to  sophisKcated  and  wholesale  investors   Use  of  Proceeds     •  Employ  5  full  Kme  developers  to  expand  on  current  MVP  and  develop  SPACETIME  XR  (Stage   One)  for  full  commercialisaKon  of  SPACETIME  XR   •  Establish  Brand,  Sales  and  MarkeKng  strategy/corporate  funcKons   •  Prepare  legal  framework  to  develop  and  commercialise  the  technology  including  licensing   agreements  for  product  development  with  major  Australian  companies     •  Begin  patent  protecKon  process  for  key  intellectual  property   •  Hardware/soWware  infrastructure  and  cloud  hosKng  fees     •  Apply  for  State  and  Federal  development  grants   •  Begin  planning  for  SPACETIME  XR  (Stage  Two)   Target  Milestone       •  Achieve  commercial  deployment  with  top  Ker  Australian  construcKon  firms  to  support   internal  development  of  BIM  processes   •  Discussions  currently  underway  to  jointly  develop  and  market  with  content  providers  for   military  training  soluKons.                
  21. 21. VRCHAT   SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     21   SPACETIME XR COMPETITIVE LANDSCAPE GAMES SOCIAL SPORTS EDUCATION ENTERPRISE TRAINING B2B ARCHITECTURE & CONSTRUCTION Facebook     Spaces   vTime   Sansar   insiteVR   ALT  SPACE   LiveLike   Google   ExpediKons   IrisVR   Rec  Room   immerse   rummi  Engage   SPACETIME XR: Targeting the center of the market initially with a focused set of features – but with universal access from any devices. Fuzor   Pulse  IQ   Impoovr   BigScreen   nuspace   MEDICAL There  are  approx.  24  mulK-­‐user  AR  or  VR  plaSorms  in  the  market.  SPACETIME  XR  currently  has  a  unique  set  of   features  that  sets  it  apart  for  the  professional  market,  but  compeKtors  can  move  into  this  space.   SPACETIME XR
  22. 22. SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     22   SPACETIME XR COMPETITIVE LANDSCAPE SPACETIME XR: Almost uniquely targeting AR + VR simultaneously. The  majority  of  the  exisKng  plaSorms  in  the  market  focus  on  VR.  SPACETIME  XR  is  across  both  VR  &  AR   SPACETIME XR AR ONLY Facebook     Spaces   vTime  Sansar   insiteVR   ALT  SPACE   VRCHAT   LiveLike   Google   ExpediKons   Rec  Room   immerse   Engage   Pulse   IQ   BigScreen   nuspace   VR ONLY VR + AR Fuzor   IrisVR  
  23. 23. SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     23   ●  Peter  is  a  giWed  CTO  and  soWware  developer  and  has  been   passionate  about  AR/VR  and  mulK-­‐user  experiences  since  the   mid  90’s.   ●  Ex-­‐MicrosoW  (Redmond  campus)  where  he  built  AR/VR  HMD   prototypes  in  2009.   ●  CTO  of  Auggd  where  he  created  their  AR  PlaSorm  in  2014.   ●  8  years  of  professional  AR/VR  development  with  over  100  AR/ VR  applicaKons  built  and  delivered.   ●  Finalist  in  the  2017  MicrosoW/Unity  HoloLens  compeKKon   ●  Owner  of  the  developer  blog  “Tales  From  The  RiW”   hHp://talesfromtheriW.com  (running  5  years)     ●  A  history  of  innovaKon  in  immersive  compuKng  -­‐  designed   and  built  an  AR  headset  in  2013   ●  Advisor  to  Extreme  Digital  Ventures  (extremedigital.vc)   SPACETIME XR CREDENTIALS PETER  KOCH  -­‐  FOUNDER  &  CEO  
  24. 24. SPACETIME XR CREDENTIALS SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     24   Ric  Holland  hHps://www.linkedin.com/in/richolland/   Pioneering  CreaKve  Director  at  Extreme  Digital  1985  to  1999.  APAC  GM  at   MetaCreaKons  CorporaKon,  CreaKve  Director  at  IBM  InnovaKon  Labs,  Senior  Lecturer  at   University  of  Technology  Sydney  (UTS),  UNSW,  &  AFTRS.       Researcher  -­‐  Human  Computer  InteracKon,  Global  Manager  of  CommunicaKons  and   Evangelism  for  Wacom  Technology,  Authored  the  book  'Art  of  Making  Marks’  a  25  year   history  of  Wacom  and  the  development  of  (NUI)  Natural  User  Interface  technology.   artofwa.com  CMO  and  Start  Up  Community  GM  for  Offis  MulK-­‐Cloud  InnovaKon,   founding  sponsor  of  AR/VR  Meet-­‐up  Sydney.  General  Partner  at  Extreme  Digital   Ventures.     Mark  Kogos  hHps://www.linkedin.com/in/mark-­‐kogos-­‐34605a4/     Career  in  the  finance  and  mergers  and  acquisiKons  industry,  having  implemented   transacKons  for  self  managed  enterprises  at  the  start-­‐up  phase  through  to  major   Australian  and  internaKonal  corporate  groups.  Mark  was  formerly  with  NaKonal   Australia  Bank  and  PwC’s  M&A/ITS  Team.       He  has  a  history  of  early  stage  invesKng  in  tech  focused  start-­‐ups  in  both  Australia  and   New  Zealand,  including  CommsoW  which  listed  on  ASX  and  Plexure  Ltd  which  listed  on   the  NZX.  As  the  co-­‐founder  of  BHD  Capital,  Mark  is  working  to  list  a  major  private  clean   tech  business  in  the  oil  and  gas  sector  on  the  LSE  in  2019.  General  Partner  at  Extreme   Digital  Ventures.  
  25. 25. THANK YOU SPACETIME    |  COMMERCIAL  IN  CONFIDENCE     Email:    Peter  Koch  peter@spaceKmexr.com      Mark  Kogos  mark@extreme.com.au      Ric  Holland  ric@extreme.com.au               Web:      hHp://spaceKmexr.com  
  • artofwa

    Aug. 12, 2020
  • artofwa

    Aug. 12, 2020

SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.

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