A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Virtual reality is a computer-simulated environment that can be experienced through headsets. The first VR headset was created in 1968. Major developments included Lanier coining the term "virtual reality" in 1987, the release of the Oculus Rift in 2016, and the PlayStation VR and HTC Vive in 2016. VR has applications in entertainment, healthcare, education, and more. The advantages are that it creates realistic simulations and enables virtual experiences, but the disadvantages are that the equipment is expensive and complex and does not allow fully moving between real and virtual worlds.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Lecture 3 in the COMP 4010 course on AR and VR. This lecture was taught by Professor Bruce Thomas on August 9th 2016. It focused on Human Perception and senses in relation to Virtual Reality.
This is a presentation I gave at FashionCamp LA on Sunday, June 13th. I spoke to useful executions of Augmented Reality along with how AR is currently being used in Fashion.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Virtual reality is a computer-simulated environment that can be experienced through headsets. The first VR headset was created in 1968. Major developments included Lanier coining the term "virtual reality" in 1987, the release of the Oculus Rift in 2016, and the PlayStation VR and HTC Vive in 2016. VR has applications in entertainment, healthcare, education, and more. The advantages are that it creates realistic simulations and enables virtual experiences, but the disadvantages are that the equipment is expensive and complex and does not allow fully moving between real and virtual worlds.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Lecture 3 in the COMP 4010 course on AR and VR. This lecture was taught by Professor Bruce Thomas on August 9th 2016. It focused on Human Perception and senses in relation to Virtual Reality.
This is a presentation I gave at FashionCamp LA on Sunday, June 13th. I spoke to useful executions of Augmented Reality along with how AR is currently being used in Fashion.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Most business solutions have different interfaces for the primary users and internal customers or end-users. One reason is the differing amounts of functionality these two groups require.
But today, users at all levels of technical expertise are becoming accustomed to simple user interfaces on their smartphones and in the software products they use, like Gmail and Facebook. This familiarity with good interface design is changing UI expectations for some IT users.
Explore how UX/UI is critical to business and design innovation.
watch the video of this session on our website: https://www.knoldus.com/learn/webinars
Fundamentals and practices of UX research Lucia Trezova
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Jesse James Garrett created an influential model for user experience design called "The Elements of User Experience". This model lays out a hierarchy for designing from the ground up in UX. The presentation will use examples to explain insights gained from investigating Garrett's book of the same title. Garrett's model includes the surface/visual design, the skeleton/wireframe underneath, and the interface/navigation. It also encompasses the less visible levels of scope, structure and strategy to define the user needs, product vision, and development process from an experience-focused perspective.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
Using Empathy Maps to unlock audience insights and improve CX | Charity digit...CharityComms
The document describes empathy mapping, which is a technique used to understand audiences better. It involves characterizing target audiences by mapping out their needs, influences, actions, feelings, and pain points. Empathy mapping is beneficial as it provides insights into customers and helps inform customer experience projects. The document outlines how to conduct an empathy mapping workshop, which involves collaboratively mapping key audiences using post-it notes to document different elements of the empathy map.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
The document provides requirements for an Ambulance Dispatch System (ADS). It describes 9 key requirements:
1) Allow operators to input 911 call details
2) Help determine if calls are unique
3) Prioritize calls based on severity
4) Locate the three nearest available ambulances
5) Allow dispatchers to update ambulance statuses
6) Calculate ambulance arrival times
7) Store all information in a secure database
8) Provide management reports on ambulance service metrics
9) Allow users to access past call information
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
The document discusses Agora, a company that aims to match buyers' computing needs with available cloud infrastructure resources through an online marketplace. Key points:
- Agora will provide tools to help buyers reduce cloud costs and find appropriate computing resources through capacity planning and matching algorithms.
- It will also offer sellers a low-cost acquisition channel and help with demand variability planning.
- Initial customers will be large enterprises with high computing needs like media companies, while integrators/consultants and cloud vendors may later join as partners and secondary customers.
- The plan is to generate revenue from subscription fees and seller fees, with costs including development, infrastructure, support, and sales and marketing expenses.
The document discusses Agora, a marketplace for cloud computing capacity. It envisions Agora connecting those with spare computing capacity (sell-side) to those needing additional capacity (buy-side). The sell-side could include cloud providers and enterprises, while the buy-side includes startups, media companies, researchers, and enterprises. Agora would develop matching algorithms and an online portal to facilitate transactions between buyers and sellers. Key steps would be developing the product, signing up customers, and partnerships with cloud vendors and payment processors.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Most business solutions have different interfaces for the primary users and internal customers or end-users. One reason is the differing amounts of functionality these two groups require.
But today, users at all levels of technical expertise are becoming accustomed to simple user interfaces on their smartphones and in the software products they use, like Gmail and Facebook. This familiarity with good interface design is changing UI expectations for some IT users.
Explore how UX/UI is critical to business and design innovation.
watch the video of this session on our website: https://www.knoldus.com/learn/webinars
Fundamentals and practices of UX research Lucia Trezova
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Jesse James Garrett created an influential model for user experience design called "The Elements of User Experience". This model lays out a hierarchy for designing from the ground up in UX. The presentation will use examples to explain insights gained from investigating Garrett's book of the same title. Garrett's model includes the surface/visual design, the skeleton/wireframe underneath, and the interface/navigation. It also encompasses the less visible levels of scope, structure and strategy to define the user needs, product vision, and development process from an experience-focused perspective.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
Using Empathy Maps to unlock audience insights and improve CX | Charity digit...CharityComms
The document describes empathy mapping, which is a technique used to understand audiences better. It involves characterizing target audiences by mapping out their needs, influences, actions, feelings, and pain points. Empathy mapping is beneficial as it provides insights into customers and helps inform customer experience projects. The document outlines how to conduct an empathy mapping workshop, which involves collaboratively mapping key audiences using post-it notes to document different elements of the empathy map.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
The document provides requirements for an Ambulance Dispatch System (ADS). It describes 9 key requirements:
1) Allow operators to input 911 call details
2) Help determine if calls are unique
3) Prioritize calls based on severity
4) Locate the three nearest available ambulances
5) Allow dispatchers to update ambulance statuses
6) Calculate ambulance arrival times
7) Store all information in a secure database
8) Provide management reports on ambulance service metrics
9) Allow users to access past call information
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
The document discusses Agora, a company that aims to match buyers' computing needs with available cloud infrastructure resources through an online marketplace. Key points:
- Agora will provide tools to help buyers reduce cloud costs and find appropriate computing resources through capacity planning and matching algorithms.
- It will also offer sellers a low-cost acquisition channel and help with demand variability planning.
- Initial customers will be large enterprises with high computing needs like media companies, while integrators/consultants and cloud vendors may later join as partners and secondary customers.
- The plan is to generate revenue from subscription fees and seller fees, with costs including development, infrastructure, support, and sales and marketing expenses.
The document discusses Agora, a marketplace for cloud computing capacity. It envisions Agora connecting those with spare computing capacity (sell-side) to those needing additional capacity (buy-side). The sell-side could include cloud providers and enterprises, while the buy-side includes startups, media companies, researchers, and enterprises. Agora would develop matching algorithms and an online portal to facilitate transactions between buyers and sellers. Key steps would be developing the product, signing up customers, and partnerships with cloud vendors and payment processors.
The document discusses the benefits of converting movie theaters to digital cinema. It outlines Hometown Exhibition, Inc.'s services which include installing and maintaining digital cinema equipment, negotiating with distributors for content, and providing full-service solutions with financing and training. Partnering with Hometown Exhibition provides turnkey digital cinema solutions and services.
This document uses city centers as an example of a common city surveillance application using Axis network cameras. It motivates the need for a surveillance system, the reason for choosing an IP-based system and, most importantly, it describes the system design to help customers and/or system integration partners to write a “Request for Proposal"
This document uses city centers as an example of a common city surveillance application using Axis network cameras. It motivates the need for a surveillance system, the reason for choosing an IP-based system and, most importantly, it describes the system design to help customers and/or system integration partners to write a “Request for Proposal"
Seecure aimed to provide personalized security solutions for security-conscious women through a wearable camera product. However, hypothesis testing revealed key issues: the value proposition did not effectively alleviate customers' security pains; customers were unfamiliar with the product and unwilling to pay the proposed price; and defining the target customer segment of "security-conscious professional women" proved challenging. Based on feedback, the company will explore pivoting to other customer segments like joggers and law enforcement.
07 role of network effects and digital ecosystems innov-acts-ltd
The document discusses digital platforms and ecosystems in the financial sector. It defines platforms as open infrastructures that facilitate interactions between different partners. Platforms create value through network effects, where more users make the platform more valuable. Ecosystems are networks of organizations that cooperate and compete to deliver products and services. An example is given of Citibank's digital wallet platform and its relationships within the financial services ecosystem.
The document discusses interviews conducted for a project on IP protection and monitoring in the 3D printing industry. It provides a breakdown of the types of people interviewed - 10 IP holders, 12 3D industry players, 39 consumers, and 7 IP lawyers, for a total of 68 interviews. The rest of the document consists of diagrams and notes from several "canvas days" brainstorming a business model in this area.
These slides use concepts from my (Jeff Funk) course entitled Biz Models for Hi-Tech Products to analyze the business model for Singapore Telecom’s Cloud Storage System Service. Storing recorded videos from a cable TV service on the cloud can provide users with more value than can storing them on a set-top box. Users can access them from any device and they don’t need to purchase an expensive set-top box. Storing the recording videos in the cloud also provides advertisers with more value because data on when and how often users access the videos can be made available to advertisers. These slides describe the specific value proposition for viewers and advertisers and other aspects of the business model such as the method of value capture, scope of activities, and method of strategic control.
Protecting Your Investment with Polycom Global Services and ScanSource Commun...ScanSource, Inc.
This document summarizes an agenda for a presentation on Polycom services. It discusses why services are important for profitability, customer satisfaction, and business value. It notes that US distribution averages 30% of revenue from services while Polycom averages 40%. The document outlines Polycom's complete services portfolio and different service plan options. It introduces the ScanSource Communications Polycom Total Coverage team and their support model. It emphasizes differentiating a business through services and consultative selling rather than price discounts.
This document outlines a pitch for a multilingual digital asset management and e-commerce solution called Iarsheef. It proposes to host, manage, exchange, sell, buy, market and advertise stock footage and other digital assets locally and internationally. The proposal discusses the infrastructure needed including web development, hosting, equipment, translation and marketing skills. It then outlines the costs including legal, staffing, office space, hosting, marketing and training. Revenue would come from yearly user fees, commissions on sales, and advertising on the website. The target customers include researchers, filmmakers, journalists, advertisers, educators and other media industries.
This document outlines Agora's business plan to provide cloud computing optimization services. Key points include:
- Agora will offer tools to help customers reduce cloud computing costs through capacity planning, usage monitoring, and matching customers to the right compute resources.
- The target customer segments are large enterprises in industries like media, science, and finance that have high and variable compute needs.
- Revenue will come from subscription fees paid by customers to access Agora's optimization tools and from fees paid by cloud providers when customers use their services through Agora.
- Success will depend on proving the value proposition to customers through test cases and ROI calculations during the sales process. Competition from AWS, RightScale
The document discusses the future of mobile video and opportunities in video management. It summarizes that as bandwidth increases, video consumption grows. However, mobile networks face challenges in delivering high quality video experiences. There are opportunities for network operators and content providers to collaborate on video optimization, differentiated service offerings based on video quality, and new business models around mobile video.
The document summarizes the business model canvas of an indie film and video discovery platform. Over the course of a week, the company conducted customer interviews and competitor research to refine its business model. Key aspects of the model include curating and recommending short-form video content to users, delivering content to mobile devices, offering subscription and pay-per-view options, and generating revenue through advertising. The company pivoted its model based on learning that curation and recommendations are key needs and that it can start by focusing on short video formats.
Robert L Wyrick's portfolio sample discusses several partnerships and initiatives. It describes placing kiosks in malls and airports to educate consumers on mobility and digital entertainment. It also discusses improving metrics in a partnership with Intel over four years and increasing interest from Sony companies. The portfolio discusses offering various services to theaters like gaming lounges, digital signage, and 4K projectors, as well as business opportunities beyond cinema. It summarizes an interactive promotional game campaign between Sony and James Bond to promote Sony products and services with a $1 million grand prize.
Robert L Wyrick's portfolio sample discusses several partnerships and initiatives. It describes placing kiosks in malls and airports to educate consumers on mobility and digital entertainment. It also discusses improving metrics in a partnership with Intel over four years and increasing willingness to continue the partnership. Finally, it outlines a "Mission for a Million" promotional campaign with Sony products that offered consumers weekly challenges over six weeks for a chance to win $1 million.
Service2Media provides app development services for insurance companies to help them inform, educate, enable, reduce risk exposure, and assist customers. Their app lifecycle platform allows clients to design apps once and deploy them across multiple devices, and evolve apps throughout their lifecycles. This helps insurance companies take advantage of new opportunities, improve customer relationships, and lower costs.
Team Networks - 2022 Technology, Innovation & Great Power CompetitionStanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, networks
Team LiOn Batteries - 2022 Technology, Innovation & Great Power CompetitionStanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, LiOn Batteries
Team Quantum - 2022 Technology, Innovation & Great Power CompetitionStanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, Quantum
Team Disinformation - 2022 Technology, Innovation & Great Power CompetitionStanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, Disinformation
Team Wargames - 2022 Technology, Innovation & Great Power CompetitionStanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, Wargames
Team Acquistion - 2022 Technology, Innovation & Great Power Competition Stanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, Acquistion
Team Climate Change - 2022 Technology, Innovation & Great Power Competition Stanford University
Technology Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, climate
The document describes a team's efforts to commercialize a new protein quantification technology called PLA-Seq. After initially thinking the technology's value propositions of lower cost, faster throughput, and lower sample volume would appeal to pharmaceutical and personalized health companies, the team conducted customer interviews and learned accuracy was more important than cost to most customers. They also found their target markets should be preclinical biotech and academia rather than personalized health or CROs. The team incorporated their business and pivoted their marketing strategy and funding plans accordingly based on learnings outside of the building.
The document summarizes the development of Invisa Bio over 10 weeks as they pivoted between different medical applications and solutions for their self-assembling medical device technology. They initially focused on manufacturing and delivery but shifted to leveraging drug delivery mechanisms. They considered applications in cardiology, neurology, and orthopedics before focusing on brain aneurysms based on feedback from physicians. The company incorporated, raised funding, and began shadowing doctors to further develop their technology to address unmet needs in difficult to reach areas.
(1) The document describes the journey of a team developing a saffron supplement product to address mental health issues like anxiety and depression.
(2) It started with the goal of targeting adults aged 18-40, but through customer interviews and testing, they learned that teenagers were more interested in an anti-anxiety gummy product.
(3) Key lessons included the challenges of building the right team, navigating advice, knowing when enough customer feedback has been received, and setting individual and project milestones. The team is now continuing work over the summer to further develop the product.
Team Army venture capital - 2021 Technology, Innovation & Great Power Competi...Stanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, Army venture capital
Team Army venture capital - 2021 Technology, Innovation & Great Power Competi...Stanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve Blank, Army Venture capital
Team Catena - 2021 Technology, Innovation & Great Power CompetitionStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, economic coercion,
Team Apollo - 2021 Technology, Innovation & Great Power CompetitionStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, space force
Team Drone - 2021 Technology, Innovation & Great Power CompetitionStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, c3i, command and control
Team Short Circuit - 2021 Technology, Innovation & Great Power CompetitionStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, semiconductors
Team Aurora - 2021 Technology, Innovation & Great Power CompetitionStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, Army venture capital
Team Conflicted Capital Team - 2021 Technology, Innovation & Great Power Comp...Stanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, venture capital
Lecture 8 - Technology, Innovation and Great Power Competition - CyberStanford University
Technology, Innovation and Great Power Competition,TIGPC, Gordian knot Center, DIME-FIL, department of defense, dod, hacking for defense, intlpol 340, joe felter, ms&e296, raj shah, stanford, Steve blank, AI, ML, AI/ML, china, unmanned, autonomy, Michael Sulmeyer, cybercom,USCYBERCOM
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
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Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
1. 11
Offering Virtual Reality 360° video cameras for rent in New York
making the expensive and rapidly evolving technology accessible to filmmakers/studios
The Team
• Ali El Reda Youssef Hustler
• Corey Schwitz Picker
• Foo Lai Choo Hacker
• Haymen El Khoury Designer
• William Higgo Hustler
Interviews this week: 64
Since yesterday: 10
2. 22
Key Partners
Suppliers of VR rigs
E-comm platform (i.e.
Shopify)
Delivery services – in
NYC (Shyp) and mail
(UPS/FedEx)
Insurance providers -
covering
broken/lost/stolen
equipment
VR developers/software
providers for
partnerships
VR hardware experts for
partnerships
VR video production
experts for partnerships
Key Activities
Affordably sourcingmost
appropriate/in-demand rigs
Charge customers security
deposit for use of rigto hedge
against risk of damage to rigs
Help/networks using
equipment and create videos
Quick delivery
Maintain up-to-date range of
rigs by removingoutdated rigs
from our offerings
Value Proposition
Defray extremely high costs
of VR camerarigs (because
they are likely not regular
users of the technology)
Test out different rigs
before committingto
purchasingone
Tailored recommendations
for individual customers
based on their needs
Rent arigwithout the
threat of buyingand
technology rapidly changing
Rent without risk of
damage (insurance covered
by us)
Delivery within 24 hours in
NYC
Customer Relationships
Initial in-person business
development (door-to-
door)
Establish customer base
through blog/email updates
Agencies/developers, longer
relationships and rental
periods
Convenience/loyalty/trust
based relationship (good
advice, excellent service,
simple and fast service
delivery)
Loyalty/recommendation
discounts
Customer Segments
Brands/Agencies
App/game developers (indie
publishers)
Video producers
General enthusiasts (similar
to GoPro super-users)
Film students/filmmakers
Real Estate firms
Universities – Columbia,
NYU, New School, etc.
Augmented Reality
providers
Extreme sports enthusiasts
National parks/tourist
attractions
Key Resources
Capital for acquiringrigs
Strongunderstandingof
equipment available and in
demand
Providers of expertise and
required services
Reliable delivery networks
Large inbound traffic through
SEM and related content
Channels for selling/disposal
of outdated rigs
Channels
Google SEM
Blog/Email/Video content
(once email acquired)
Advertisingon industry
blogs/show
Guest content on industry
blogs/shows
Cost Structure
• Cost of VR camerarigs
• Insurance
• Repairs/maintenance/D&A
• Shipping/on-demand delivery costs
• Personnel for customer service & delivery
• Costs associated with expertise/consultation
• Online costs – platform, credit card fees
Revenue Streams
Main revenue stream: Rentals. Minimum 3-day rental - Rental price startingat
10%of rigpurchase cost (varies per rig)
External partners actingas experts/consultants for customers; we act as
middleman in this situation
Secondary revenue stream: Virtual reality video producers, app developers,
software providers that want to access our customer base (Estimate: 10%of
each referral).
Secondary revenue stream: Sellingoutdated/worn out equipment (Estimate:
15%of original cost)
3. 33
Key Partners
Suppliers of VR rigs
E-commerce platform (i.e.
Shopify)
Delivery services – in NYC
(Shyp) and mail (UPS/FedEx)
Insurance providers –
coveringbroken/lost/stolen
equipment: identified (insure
similar high-end camera
equipment for Adorama)
VR developers/software
providers
VR hardware experts
VR video production
experts
Pioneeringcontent
displayers and aggregators
for insights and applications
Key Activities
Affordably sourcingmost
appropriate/in-demand rigs
Charge customers security
deposit for use of rigto hedge
against risk of damage to rigs
Source appropriate insurance
schemes
Help/networks using
equipment and create videos
Quick/Reliable delivery – need
to test
Maintain up-to-date range of
rigs by removingoutdated rigs
from our offerings – important
to customer perception
Identify reliable
marketing/advertisingavenues
to attract customers
Value Proposition
Defray extremely high costs of
VR camerarigs (because they
are likely not regular users of
the technology rentingis
common practice among
filmmakers)
Test out different rigs before
committingto purchasingone
– applicable to studios for
high-end rigs
Tailor recommendations for
individual customers based on
their needs – Offer multiple
options tailored to specific
tiers of filmmakers
Offer top-of-the-line products
to film studios shooting
professional grade content
Rent a rigwithout the threat
of buyingand technology
rapidly changingOffer cutting-
edge products and insights in
short life-cycle industry
Mitigate Rent without risk of
damage through insurance
partnerships (insurance
covered by us)
Product delivery within 24
hours in in NYC
Customer Relationships
Get:
Initial in-person business
development (door-to-door)
Establish customer base
through blog/email updates
Strategic partnerships with VR
content sites, software
companies, agencies, etc.
targetingtheir users
Keep:
Convenience/loyalty/ trust
based relationship (good
advice, excellent service,
simple and fast service
delivery)
Great customer service,
approachability
Grow:
Loyalty/ recommendation
discounts
Have longer relationships and
rental periods with specific
agencies/developers
Become the leader in VR
rental equipment; most
trusted, reliable,
recommended – how?
Customer Segments
App/game developers (e.g. indie
publishers)
Video producers
General enthusiasts (similar to
GoPro super-users)
Reporters/bloggers visitingthe
City and who'd rather rent than
bringequipment
Education
Film students/filmmakers –
questionable future who may
want to build up skillset or get
freelance cash for shootingVR
videos
Brands/Ad agencies
Real Estate firms wantingto
advertise properties differently
Charities
Film studios – major target
Content creators for immersive
experiences
Universities – Columbia,
NYU,NYFA etc. that want to
offer virtual tours their students
to experience with VR
equipment
Augmented Reality providers
Extreme sports enthusiasts
National parks/tourist attractions
Event organizers
Pornography/Adult
Entertainment
producers/directors – Unsure at
this point (TBD )
Key Resources
Capital for acquiringrigs
Strongunderstandingof
equipment available and in
demand – vital if targeting
studios
Providers of expertise and
required services
Reliable delivery networks
Large inbound traffic through
SEM and related content
Channels for selling/disposal of
outdated rigs
Channels
Google SEM
Blog/Email/Video content
(once email acquired)
Advertisingon industry
blogs/show
Guest content on industry
blogs/shows
Third-party content displayers
(YouTube for VR)
Cost Structure
Cost of VR camerarigs – roughly identified, includingaccessories and required spare parts
Insurance – simple model identified, rests on customers
Repairs/maintenance/D&A
Shipping/on-demand delivery costs – simple courier company, prices and delivery strategies
roughly identified
Personnel for customer service and delivery – customer service: internal
Costs associated with expertise/consultation – 3rd party experts in VR hardware &
software; requires further exploration
Online costs – platform, credit card fees
Revenue Streams
Main revenue stream: Rentals. Minimum 3-day rental - Rental price startingat ~10+%of
rigpurchase cost (varies per rig)
Secondary revenue stream: External partners actingas experts/consultants for
customers; we act as middleman in this situation
3 price tiers: 1 day, ~10%of cost; 5 days, ~20%of cost; 30 days, ~50%of cost.
Comparable/more expensive competitors found on WC
Secondary revenue stream: Virtual reality video producers, app developers, software
providers that want to access our customer base (Estimate: 10%of each referral) –
Unsure at this point (TBD)
4. 44
Key Partners
Suppliers of VR rigs
E-commerce platform (i.e.
Shopify)
Delivery services – in NYC
(Shyp) and mail (UPS/FedEx)
Insurance providers –
coveringbroken/lost/stolen
equipment: identified (insure
similar high-end camera
equipment for Adorama)
VR developers/software
providers
VR hardware experts
VR video production
experts
Pioneeringcontent
displayers and aggregators
for insights and applications
Key Activities
Affordably sourcingmost
appropriate/in-demand rigs
Charge customers security
deposit for use of rigto hedge
against risk of damage to rigs
Source appropriate insurance
schemes
Help/networks using
equipment and create videos
Quick/Reliable delivery – need
to test
Maintain up-to-date range of
rigs by removingoutdated rigs
from our offerings – important
to customer perception
Identify reliable
marketing/advertisingavenues
to attract customers
Value Proposition
Defray extremely high costs of
VR camerarigs (because they
are likely not regular users of
the technology rentingis
common practice among
filmmakers)
Test out different rigs before
committingto purchasingone
– applicable to studios for
high-end rigs
Tailor recommendations for
individual customers based on
their needs – Offer multiple
options tailored to specific
tiers of filmmakers
Offer top-of-the-line products
to film studios shooting
professional grade content
Rent a rigwithout the threat
of buyingand technology
rapidly changingOffer cutting-
edge products and insights in
short life-cycle industry
Mitigate Rent without risk of
damage through insurance
partnerships (insurance
covered by us)
Product delivery within 24
hours in in NYC
Customer Relationships
Get:
Initial in-person business
development (door-to-door)
Establish customer base
through blog/email updates
Strategic partnerships with VR
content sites, software
companies, agencies, etc.
targetingtheir users
Keep:
Convenience/loyalty/ trust
based relationship (good
advice, excellent service,
simple and fast service
delivery)
Great customer service,
approachability
Grow:
Loyalty/ recommendation
discounts
Have longer relationships and
rental periods with specific
agencies/developers
Become the leader in VR
rental equipment; most
trusted, reliable,
recommended – how?
Customer Segments
App/game developers (e.g. indie
publishers)
Video producers
General enthusiasts (similar to
GoPro super-users)
Reporters/bloggers visitingthe
City and who'd rather rent than
bringequipment
Education
Film students/filmmakers –
questionable future who may
want to build up skillset or get
freelance cash for shootingVR
videos
Brands/Ad agencies
Real Estate firms wantingto
advertise properties differently
Charities
Film studios – major target
Content creators for immersive
experiences
Universities – Columbia,
NYU,NYFA etc. that want to
offer virtual tours their students
to experience with VR
equipment
Augmented Reality providers
Extreme sports enthusiasts
National parks/tourist attractions
Event organizers
Pornography/Adult
Entertainment
producers/directors – Unsure at
this point (TBD )
Key Resources
Capital for acquiringrigs
Strongunderstandingof
equipment available and in
demand – vital if targeting
studios
Providers of expertise and
required services
Reliable delivery networks
Large inbound traffic through
SEM and related content
Channels for selling/disposal of
outdated rigs
Channels
Google SEM
Blog/Email/Video content
(once email acquired)
Advertisingon industry
blogs/show
Guest content on industry
blogs/shows
Third-party content displayers
(YouTube for VR)
Cost Structure
Cost of VR camerarigs – roughly identified, includingaccessories and required spare parts
Insurance – simple model identified, rests on customers
Repairs/maintenance/D&A
Shipping/on-demand delivery costs – simple courier company, prices and delivery strategies
roughly identified
Personnel for customer service and delivery – customer service: internal
Costs associated with expertise/consultation – 3rd party experts in VR hardware &
software; requires further exploration
Online costs – platform, credit card fees
Revenue Streams
Main revenue stream: Rentals. Minimum 3-day rental - Rental price startingat ~10+%of
rigpurchase cost (varies per rig)
Secondary revenue stream: External partners actingas experts/consultants for
customers; we act as middleman in this situation
3 price tiers: 1 day, ~10%of cost; 5 days, ~20%of cost; 30 days, ~50%of cost.
Comparable/more expensive competitors found on WC
Secondary revenue stream: Virtual reality video producers, app developers, software
providers that want to access our customer base (Estimate: 10%of each referral) –
Unsure at this point (TBD)
Focus on filmmakers: They
are used renting and are the
transaction decision-maker
5. 55
Key Partners
Suppliers of VR rigs
E-commerce platform (i.e.
Shopify)
Delivery services – in NYC
(Shyp) and mail (UPS/FedEx)
Insurance providers –
coveringbroken/lost/stolen
equipment: identified (insure
similar high-end camera
equipment for Adorama)
VR developers/software
providers
VR hardware experts
VR video production
experts
Pioneeringcontent
displayers and aggregators
for insights and applications
Key Activities
Affordably sourcingmost
appropriate/in-demand rigs
Charge customers security
deposit for use of rigto hedge
against risk of damage to rigs
Source appropriate insurance
schemes
Help/networks using
equipment and create videos
Quick/Reliable delivery – need
to test
Maintain up-to-date range of
rigs by removingoutdated rigs
from our offerings – important
to customer perception
Identify reliable
marketing/advertisingavenues
to attract customers
Value Proposition
Defray extremely high costs of
VR camerarigs (because they
are likely not regular users of
the technology rentingis
common practice among
filmmakers)
Test out different rigs before
committingto purchasingone
– applicable to studios for
high-end rigs
Tailor recommendations for
individual customers based on
their needs – Offer multiple
options tailored to specific
tiers of filmmakers
Offer top-of-the-line products
to film studios shooting
professional grade content
Rent a rigwithout the threat
of buyingand technology
rapidly changingOffer cutting-
edge products and insights in
short life-cycle industry
Mitigate Rent without risk of
damage through insurance
partnerships (insurance
covered by us)
Product delivery within 24
hours in in NYC
Customer Relationships
Get:
Initial in-person business
development (door-to-door)
Establish customer base
through blog/email updates
Strategic partnerships with VR
content sites, software
companies, agencies, etc.
targetingtheir users
Keep:
Convenience/loyalty/ trust
based relationship (good
advice, excellent service,
simple and fast service
delivery)
Great customer service,
approachability
Grow:
Loyalty/ recommendation
discounts
Have longer relationships and
rental periods with specific
agencies/developers
Become the leader in VR
rental equipment; most
trusted, reliable,
recommended – how?
Customer Segments
App/game developers (e.g. indie
publishers)
Video producers
General enthusiasts (similar to
GoPro super-users)
Reporters/bloggers visitingthe
City and who'd rather rent than
bringequipment
Education
Film students/filmmakers –
questionable future who may
want to build up skillset or get
freelance cash for shootingVR
videos
Brands/Ad agencies
Real Estate firms wantingto
advertise properties differently
Charities
Film studios – major target
Content creators for immersive
experiences
Universities – Columbia,
NYU,NYFA etc. that want to
offer virtual tours their students
to experience with VR
equipment
Augmented Reality providers
Extreme sports enthusiasts
National parks/tourist attractions
Event organizers
Pornography/Adult
Entertainment
producers/directors – Unsure at
this point (TBD )
Key Resources
Capital for acquiringrigs
Strongunderstandingof
equipment available and in
demand – vital if targeting
studios
Providers of expertise and
required services
Reliable delivery networks
Large inbound traffic through
SEM and related content
Channels for selling/disposal of
outdated rigs
Channels
Google SEM
Blog/Email/Video content
(once email acquired)
Advertisingon industry
blogs/show
Guest content on industry
blogs/shows
Third-party content displayers
(YouTube for VR)
Cost Structure
Cost of VR camerarigs – roughly identified, includingaccessories and required spare parts
Insurance – simple model identified, rests on customers
Repairs/maintenance/D&A
Shipping/on-demand delivery costs – simple courier company, prices and delivery strategies
roughly identified
Personnel for customer service and delivery – customer service: internal
Costs associated with expertise/consultation – 3rd party experts in VR hardware &
software; requires further exploration
Online costs – platform, credit card fees
Revenue Streams
Main revenue stream: Rentals. Minimum 3-day rental - Rental price startingat ~10+%of
rigpurchase cost (varies per rig)
Secondary revenue stream: External partners actingas experts/consultants for
customers; we act as middleman in this situation
3 price tiers: 1 day, ~10%of cost; 5 days, ~20%of cost; 30 days, ~50%of cost.
Comparable/more expensive competitors found on WC
Secondary revenue stream: Virtual reality video producers, app developers, software
providers that want to access our customer base (Estimate: 10%of each referral) –
Unsure at this point (TBD)
Product
Market
Fit
6. 66
Key Partners
Suppliers of VR rigs
E-commerce platform (i.e.
Shopify)
Delivery services – in NYC
(Shyp) and mail (UPS/FedEx)
Insurance providers –
coveringbroken/lost/stolen
equipment: identified (insure
similar high-end camera
equipment for Adorama)
VR developers/software
providers
VR hardware experts
VR video production
experts
Pioneeringcontent
displayers and aggregators
for insights and applications
Key Activities
Affordably sourcingmost
appropriate/in-demand rigs
Charge customers security
deposit for use of rigto hedge
against risk of damage to rigs
Source appropriate insurance
schemes
Help/networks using
equipment and create videos
Quick/Reliable delivery – need
to test
Maintain up-to-date range of
rigs by removingoutdated rigs
from our offerings – important
to customer perception
Identify reliable
marketing/advertisingavenues
to attract customers
Value Proposition
Defray extremely high costs of
VR camerarigs (because they
are likely not regular users of
the technology rentingis
common practice among
filmmakers)
Test out different rigs before
committingto purchasingone
– applicable to studios for
high-end rigs
Tailor recommendations for
individual customers based on
their needs – Offer multiple
options tailored to specific
tiers of filmmakers
Offer top-of-the-line products
to film studios shooting
professional grade content
Rent a rigwithout the threat
of buyingand technology
rapidly changingOffer cutting-
edge products and insights in
short life-cycle industry
Mitigate Rent without risk of
damage through insurance
partnerships (insurance
covered by us)
Product delivery within 24
hours in in NYC
Customer Relationships
Get:
Initial in-person business
development (door-to-door)
Establish customer base
through blog/email updates
Strategic partnerships with VR
content sites, software
companies, agencies, etc.
targetingtheir users
Keep:
Convenience/loyalty/ trust
based relationship (good
advice, excellent service,
simple and fast service
delivery)
Great customer service,
approachability
Grow:
Loyalty/ recommendation
discounts
Have longer relationships and
rental periods with specific
agencies/developers
Become the leader in VR
rental equipment; most
trusted, reliable,
recommended – how?
Customer Segments
App/game developers (e.g. indie
publishers)
Video producers
General enthusiasts (similar to
GoPro super-users)
Reporters/bloggers visitingthe
City and who'd rather rent than
bringequipment
Education
Film students/filmmakers –
questionable future who may
want to build up skillset or get
freelance cash for shootingVR
videos
Brands/Ad agencies
Real Estate firms wantingto
advertise properties differently
Charities
Film studios – major target
Content creators for immersive
experiences
Universities – Columbia,
NYU,NYFA etc. that want to
offer virtual tours their students
to experience with VR
equipment
Augmented Reality providers
Extreme sports enthusiasts
National parks/tourist attractions
Event organizers
Pornography/Adult
Entertainment
producers/directors – Unsure at
this point (TBD )
Key Resources
Capital for acquiringrigs
Strongunderstandingof
equipment available and in
demand – vital if targeting
studios
Providers of expertise and
required services
Reliable delivery networks
Large inbound traffic through
SEM and related content
Channels for selling/disposal of
outdated rigs
Channels
Google SEM
Blog/Email/Video content
(once email acquired)
Advertisingon industry
blogs/show
Guest content on industry
blogs/shows
Third-party content displayers
(YouTube for VR)
Cost Structure
Cost of VR camerarigs – roughly identified, includingaccessories and required spare parts
Insurance – simple model identified, rests on customers
Repairs/maintenance/D&A
Shipping/on-demand delivery costs – simple courier company, prices and delivery strategies
roughly identified
Personnel for customer service and delivery – customer service: internal
Costs associated with expertise/consultation – 3rd party experts in VR hardware &
software; requires further exploration
Online costs – platform, credit card fees
Revenue Streams
Main revenue stream: Rentals. Minimum 3-day rental - Rental price startingat ~10+%of
rigpurchase cost (varies per rig)
Secondary revenue stream: External partners actingas experts/consultants for
customers; we act as middleman in this situation
3 price tiers: 1 day, ~10%of cost; 5 days, ~20%of cost; 30 days, ~50%of cost.
Comparable/more expensive competitors found on WC
Secondary revenue stream: Virtual reality video producers, app developers, software
providers that want to access our customer base (Estimate: 10%of each referral) –
Unsure at this point (TBD)
High end customers are already
spending several thousands on
AV rental equipment
7. 77
Key Partners
Suppliers of VR rigs
Insurance providers
VR software/hardware
experts
VR video production
experts
VR content displayers
and aggregators
University film & CS
departments
Key Activities
Sourcing rigs
Maintain equipment
Penetrate NY
filmmaking community
Sponsored sharing/
event hosting for
customer content
Value Proposition
Defray high costs of 360
camera rigs
On-site consultation &
assistance
Offer multiple options
tailored to specific tiers
of filmmakers
Offer expertise and top-
of-the-line products
Mitigate risk of damage
through insurance
Personal trust-based
relationships
Customer Relationship
Get:
Penetrate NY
filmmaking community
Google SEM
Customer content
sharing on VR/360
platforms
Keep:
Personalized customer
service
Loyalty programs
Grow:
Sponsored
sharing/event hosting
for customer content
Customer Segments
Filmmakers – freelance,
independent, tech-
savvy local studios,
alternative content
Key Resources
Equipment insurance
Capital requirements
Hardware/software
understanding
Delivery networks
E-commerce platform
Channels
Online sales platform
Direct sales
Cost Structure
Cost of VR camera rigs
Insurance
Repairs/maintenance/D&A
Shipping/on-demand delivery costs
Personnel for customer service
Online costs – platform, credit card fees, etc.
Revenue Streams
Rentals. –price starting at ~10+% of rig purchase cost (varies per rig)
On-site technical support
Software partnerships – affiliate marketing: 5% - 10% total sale value
8. 88
Key Partners
Suppliers of VR rigs
Insurance providers
VR software/hardware
experts
VR video production
experts
VR content displayers
and aggregators
University film & CS
departments
Key Activities
Sourcing rigs
Maintain equipment
Penetrate NY
filmmaking community
Sponsored sharing/
event hosting for
customer content
Customer Segments
Filmmakers – freelance,
independent, tech-
savvy local studios,
alternative content
Key Resources
Equipment insurance
Capital requirements
Hardware/software
understanding
Delivery networks
E-commerce platform
Channels
Online sales platform
Direct sales
Cost Structure
Cost of VR camera rigs
Insurance
Repairs/maintenance/D&A
Shipping/on-demand delivery costs
Personnel for customer service
Online costs – platform, credit card fees, etc.
Revenue Streams
Rentals. –price starting at ~10+% of rig purchase cost (varies per rig)
On-site technical support
Software partnerships – affiliate marketing: 5% - 10% total sale value
Customer Relationship
Get:
Penetrate NY
filmmaking community
Google SEM
Customer content
sharing on VR/360
platforms
Keep:
Personalized customer
service
Loyalty programs
Grow:
Sponsored
sharing/event hosting
for customer content
Customer support is key.
Filmmakers expect on-
site assistance.
Value Proposition
Defray high costs of 360
camera rigs
On-site consultation &
assistance
Offer multiple options
tailored to specific tiers
of filmmakers
Offer expertise and top-
of-the-line products
Mitigate risk of damage
through insurance
Personal trust-based
relationships
9. 99
Customer Relationship
Get:
Penetrate NY
filmmaking community
Google SEM
Customer content
sharing on VR/360
platforms
Keep:
Personalized customer
service
Loyalty programs
Grow:
Sponsored
sharing/event hosting
for customer content
Key Partners
Suppliers of VR rigs
Insurance providers
VR software/hardware
experts
VR video production
experts
VR content displayers
and aggregators
University film & CS
departments
Value Proposition
Defray high costs of 360
camera rigs
On-site consultation &
assistance
Offer multiple options
tailored to specific tiers
of filmmakers
Offer expertise and top-
of-the-line products
Mitigate risk of damage
through insurance
Personal trust-based
relationships
Customer Segments
Filmmakers – freelance,
independent, tech-
savvy local studios,
alternative content
Key Resources
Equipment insurance
Capital requirements
Hardware/software
understanding
Delivery networks
E-commerce platform
Channels
Online sales platform
Direct sales
Cost Structure
Cost of VR camera rigs
Insurance
Repairs/maintenance/D&A
Shipping/on-demand delivery costs
Personnel for customer service
Online costs – platform, credit card fees, etc.
Revenue Streams
Rentals. –price starting at ~10+% of rig purchase cost (varies per rig)
On-site technical support
Software partnerships – affiliate marketing: 5% - 10% total sale value
Key Activities
Sourcing rigs
Maintain equipment
Penetrate NY
filmmaking community
Sponsored sharing/
event hosting for
customer content
Filmmaking community in
NYC is tight and word
gets around: We must
gain trust and attention
by hosting screenings
and Meetups
10. 1010
Customer Relationship
Get:
Penetrate NY
filmmaking community
Google SEM
Customer content
sharing on VR/360
platforms
Keep:
Personalized customer
service
Loyalty programs
Grow:
Sponsored
sharing/event hosting
for customer content
Key Partners
Suppliers of VR rigs
Insurance providers
VR software/hardware
experts
VR video production
experts
VR content displayers
and aggregators
University film & CS
departments
Key Activities
Sourcing rigs
Maintain equipment
Penetrate NY
filmmaking community
Sponsored sharing/
event hosting for
customer content
Value Proposition
Defray high costs of 360
camera rigs
On-site consultation &
assistance
Offer multiple options
tailored to specific tiers
of filmmakers
Offer expertise and top-
of-the-line products
Mitigate risk of damage
through insurance
Personal trust-based
relationships
Customer Segments
Filmmakers – freelance,
independent, tech-
savvy local studios,
alternative content
Key Resources
Equipment insurance
Capital requirements
Hardware/software
understanding
Delivery networks
E-commerce platform
Channels
Online sales platform
Direct sales
Cost Structure
Cost of VR camera rigs
Insurance
Repairs/maintenance/D&A
Shipping/on-demand delivery costs
Personnel for customer service
Online costs – platform, credit card fees, etc.
Validation of revenue model:
current high-end video rental
market has standardized large
margins
Revenue Streams
Rentals. –price starting at ~10+% of rig purchase cost (varies per rig)
On-site technical support
Software partnerships – affiliate marketing: 5% - 10% total sale value
11. 1111
Value Proposition
Defray high costs of 360
camera rigs
On-site consultation &
assistance
Offer multiple options
tailored to specific tiers
of filmmakers
Offer expertise and top-
of-the-line products
Mitigate risk of damage
through insurance
Personal trust-based
relationships
Key Partners
Suppliers of VR rigs
Insurance providers
VR software/hardware
experts
VR video production
experts
VR content displayers
and aggregators
University film & CS
departments
Key Activities
Sourcing rigs
Maintain equipment
Penetrate NY
filmmaking community
Sponsored sharing/
event hosting for
customer content
Customer Segments
Filmmakers – freelance,
independent, tech-
savvy local studios,
alternative content
Key Resources
Equipment insurance
Capital requirements
Hardware/software
understanding
Delivery networks
E-commerce platform
Channels
Online sales platform
Direct sales
Cost Structure
Cost of VR camera rigs
Insurance
Repairs/maintenance/D&A
Shipping/on-demand delivery costs
Personnel for customer service
Online costs – platform, credit card fees, etc.
Revenue Streams
Rentals. –price starting at ~10+% of rig purchase cost (varies per rig)
On-site technical support
Software partnerships – affiliate marketing: 5% - 10% total sale value
Customer Relationship
Get:
Penetrate NY
filmmaking community
Google SEM
Customer content
sharing on VR/360
platforms
Keep:
Personalized customer
service
Loyalty programs
Grow:
Sponsored
sharing/event hosting
for customer content
Personalized interaction:
transaction won’t just
happen exclusively
online
16. 1616
Refine
MVP
Go for
meetups
Let the community of
filmmakers test our
product concept by
getting Minimum Viable
Transactions
Refine product
offerings, prices, expert
assistance options
Acquire
Funding
Acquire key
resources
Validating our
business
Did we sell enough to validate
our value proposition?
Is this a profitable and
sustainable sales and business
model?
Have we developed sufficient
insights to scale our business?
Set up secure online sales
website
Acquire VR rigs
Source for key partnership
(Kolor, NYU School of Film,
Framestore)
17.
18. 1818
~ $6.7B
~ $600M
~ $12M
Target Market
Focus on NYC
New York E&M sector spending is
~ 2% of U.S. E&M market4
Drivers of E&M market are similar
to those of VR film market, which
includes entertainment, film, and
internet media
1 TrendForce VR Market Research (2015), http://press.trendforce.com/node/prints/2210
2 HIS Virtual Reality and Entertainment (2015), https://technology.ihs.com/551073/virtual-reality-and-entertainment-bubble-or-next-big-thing
3 Digi-Capital AR/VR Report (2015), http://www.etcenter.org/wp-content/uploads/2015/07/ETC-VR-Primer-July-2015o.pdf
4 PwC Cities of Opportunity (2015), http://www.statista.com/chart/3299/new-york-is-the-worlds-media-capital/
TAM
Global VR market
Includes only commercial uses of
VR technology in both hardware
and software1
SAM
U.S. accounts for ~45% share of
worldwide spending on VR
spending2
~20% of VR market spending
goes to VR film3
19. 1919
GET
The filmmaking
community in NYC /
WOM
• Meetups: NYC Filmmakers
/ VR enthusiasts
Google SEM
• Own VR camera/
NYC related terms
Badass customer
service and support
• Singular focus on VR
expertise and insight
“Word gets around fast” in the NYC
filmmaking community
Sponsored screenings for
our customers’ videos
Share customer content
on social channels/press
Loyalty discounts, access
to newest rigs
Content sharing: VR
platforms, social
channels, press
KEEP GROW
CHANNEL:
• Web platform for
initial costs,
• Convert to deeper
interactions
20. 2020
Insurance
providers
All equipment: Rig, GoPros,
other accessories Shipping / Delivery
Platform/transaction
engine costs
Filmmakers / Studios
Agencies / Brands /
Short film producers
Filmmakers/studios hired and provided
with negotiated budget.
GetVR
Rent through platform/email, offering
“personalized” packages of rental length, camera
quality, and support needed
On-site support:
Film grads/students
Revenue Streams
1. Rental pricing
• 1-day rental: 10% of rig cost (10 days to
breakeven)
• 5-day rental: 20% of rig cost (25 days to
breakeven)
• Month rental: 50% of rig cost (2 months to
breakeven)
2 . On-site support: $500/day
Channels
Costs