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BY
WebVR Consulting and Software development company
Customers Wanted
in an industry climbing the Slope
of Enlightenment
Tech Startup Day
9th of March 2017
Agenda
About us
Glossary
VR Use cases
Market opportunity & fail
Gartner’s Hype Cycle
reVeRies Pro
Customers?
Q&A
BART BECKS (Brussels)
Partner Venturewise
SVP ProSiebenSat.1
CEO Belgacom Skynet
BINDI KARIA (London)
Founder Bindi Ventures
SVP Silicon Valley Bank
Microsoft Ventures
TOM GAUTHIER (Lille)
CEO and founder V-Cult
(Beloola, BoostVC Tribe 6)
TECH.EU ‘14-’16
Brussels, COO
SAFFRON DIGITAL, ‘13-’14
London, Sales lead EMEA
KALTURA, ‘11-’13
London, Sales lead EMEA
NETLOG, ‘07-’11
Ghent, Director Marketing/BD
ACCENTURE, ‘06-’07
Brussels, Analyst
ADVISORY BOARD
LEEN SEGERS
CEO & Co-founder
V-CULT/BELOOLA ‘13-’16
Lille, VR Creative Engineer
NGINE NETWORKS, ‘11-’13
Lille, Web Developer Smart TV
KYLOTONN, ‘10-’11
Paris, Gameplay Programmer
Business strategist with +10 yrs experience
w/startups in online media. Went from social
media, to online video to VR. Is convinced
the future of mobile is virtual.
THOMAS BALOUET
CTO & Co-founder
IT engineer who went from developing video
games to social networks & TV apps. Specialized
in VR distribution on the web. Early WebVR
contributor. Strong technological vision
next to unique entrepreneurial skillset.
TEAM
VIRTUAL REALITY (360°, VR,...)
A closed and fully immersive experience
that puts the user inside virtual worlds
AUGMENTED REALITY (AR)
AR is an open and partly
immersive experience that puts
virtual things into user’s real
worlds
MIXED REALITY (MR)
A virtual reality environment
where real objects can be
brought in - to manipulate the
virtual
CMS
Content Management System;
Online tool to efficiently upload,
manage, analyze and distribute
content
HMD
Head mounted display; A display
device worn on the head with a
display optic in front of each eye.
VIRTUAL REALITY
ENTERTAINMENT (VRE)
Subsector of VR: cinematic + CGI
+ reality capture VR for
entertaining/education purposes
WEBVR
WebVR is a JavaScript API that
provides access to Virtual Reality
devices, such as the Oculus Rift,
HTC Vive, Samsung Gear VR, or
Google Cardboard, via the
browser.
NATIVE APPLICATION
An application that is specifically
built for a platform and/or device
and so as well the usage.
GLOSSARY
FROM 2D VIDEO TO
NO FRAME (MANIPULATION)
all access, the audience is in control
FULLY IMMERSED :
Escape to a dream world
or be transported to another destination
Elicits higher emotional engagement & longer
engagement periods than traditional 2D
“Clouds over Sidra”, is a
360° movie of the United
Nations and produced by
With.in. The experience
helped to raise 3.8 B$ at
a fundraising in 2015.
Entertainment
Healthcare
Tourism
Real Estate
2017 : INTRODUCING
THE VIRTUAL EXPERIENCE ECONOMY
MARKET OPPORTUNITY
“Virtual reality is currently the fastest growing
form of video traffic, it will grow 61-fold between
2015 and 2020, a CAGR of 127 %” Nov 2016
VR headsets poised to be the fastest growing
wearable product category in UK Nov 2016
Facebook to launch 360-degree
video live streaming 12 December 2016
Twitter introduces 360-degree video
live streaming 28 December 2016
In 2017, the Experience Economy will gain
a new dimension: that of the virtual
experience economy Dec 2016SOURCE: SuperData.Com
MARKET WILL GROW TO 40 BILLION $ BY 2020
VR Distribution FAIL
#915,000
399$ Console
399$ HMD
#2,300,000
599$ Mobile
99$HMD
#450,000
1,000$ PC
799$ HMD
#360,000
1,000$ PC
599$ HMD
#>10,000,000
0-25$
#260,000
649$ Mobile
79$ HMD
→ Most users today remain early adopters and gamers
Gartner Hype Cycle
VR = Climbing the slope
- More instances of how the tech can
benefit the enterprise start to
crystallise and become more widely
understood.
- 2nd and 3rd generation products
appear from technology providers.
- More enterprises fund pilots;
- Conservative companies remain
cautious.
Key trend: “Transparent Immersive
Experiences”
● AR
● VR
● Connected Home
● Gesture control devices
reVeRies Pro quickly turns a VR library
into an easy accessible consumer application on the web
MISSION : DEMOCRATIZING VR DISCOVERY TODAY
Core offering?
FOR A PUBLISHER, WHAT ARE THE OPTIONS TODAY
TO DISTRIBUTE VR CONTENT TO HIS AUDIENCE?
VR DISTRIBUTION TODAY
WEB SOLUTIONS NATIVE APPLICATION SOLUTION
?
?
PLATFORMS
PUBLISHERS
CUSTOMER VIDEO GALLERY
Rotating module hosting
multiple VR experiences,
viewing/navigation by staring
Room = Immersive frontend
built in 3D and WebVR,
fully customizable
to publisher’s needs
VR video A VR video B
VR video Z
A new type of VR focused
CMS that is both native to
the web and immersive
-
A solution that efficiently manages
and publishes multiple VR videos to an
immersive VR gallery, fully customizable
and easily discoverable through WebVR
OUR SOLUTION
THE ONE-STOP-SHOP FOR ALL YOUR VIDEO CONTENT
ADVANTAGES
The easiest way to turn your VR video library into
a customizable application on the web
MAXIMIZE
REACH
IMMEDIATE
PUBLICATION
ECONOMICAL
BRANDING
CUSTOMISATION
++ SIMPLICITY
1 URL 4 ALL
++ RETURN ON
ENGAGEMENT
FOR THE PUBLISHER
NO APPLICATION
STORE CENSORSHIP
The easiest way to access ∆ VR video content
in the most immersive way
DIRECT ACCESS
TO VR CONTENT
COMFORT
NO HEADSET LIFTS
NO
INSTALLATION
SOCIAL
FEATURES
TRUE IMMERSIVE
EXPERIENCES
FOR THE VIEWER
How to attract B2B2C clients in a market that hasn’t reached
mass adoption?
CUSTOMERS of TOMORROW = LIVING LAB PARTNERS of TODAY
EVANGELIZE
EDUCATE
CUSTOMERS WANTED?
Content Marketing
THOUGHT LEADERSHIP - Blogging
Content Marketing
European VR Landscape
- Together with SF based, The
VR Fund
- Updated quarterly
Results:
● Press release = 96 million
views in <48 hours
● Linkedin: >17,000 views
● Coverage by Venturebeat,
Tech.eu, VRoOM, VR Focus
THOUGHT LEADERSHIP
GO-TO-MARKET
EUROPEAN THOUGHT LEADERSHIP
• Speaker/Moderator/Judge
for VR conferences/contacts
• EU VR Landscape together
with The VR Fund (release Feb 2017)
CONSULTING
• VR use cases
• WebVR
• VR Content
distribution
• Aim first clients
toward reVeRiesB2C OFFERING
from EEYOU (ios/android) to reVeRies =
B2C platform with unique EU content
to showcase functionalities
of B2B2C offering
REVERIES PRO (B2B2C)
• From alpha/beta tester to MRR client
• Trial: 1 month for free
SERVICES TO ENFORCE
Private alpha
Countries
Belgium
Germany
France
Sweden
Finland
The Netherlands
Italy
United Kingdom
Denmark
USA
26% VR agencies
23% Broadcasters
20% Producers/creatives
11% Film festival/conference
9% Industry partner
9% Telecom
LucidWeb, democratizing VR discovery
Thomas Balouet
   Thomasbalou
   thomas@lucidweb.io
Leen Segers
Leenus   
leen@lucidweb.io   
www.lucidweb.io
@lucidw3b

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Leen Segers: Customers Wanted - TSD17

  • 1. BY WebVR Consulting and Software development company Customers Wanted in an industry climbing the Slope of Enlightenment Tech Startup Day 9th of March 2017
  • 2. Agenda About us Glossary VR Use cases Market opportunity & fail Gartner’s Hype Cycle reVeRies Pro Customers? Q&A
  • 3. BART BECKS (Brussels) Partner Venturewise SVP ProSiebenSat.1 CEO Belgacom Skynet BINDI KARIA (London) Founder Bindi Ventures SVP Silicon Valley Bank Microsoft Ventures TOM GAUTHIER (Lille) CEO and founder V-Cult (Beloola, BoostVC Tribe 6) TECH.EU ‘14-’16 Brussels, COO SAFFRON DIGITAL, ‘13-’14 London, Sales lead EMEA KALTURA, ‘11-’13 London, Sales lead EMEA NETLOG, ‘07-’11 Ghent, Director Marketing/BD ACCENTURE, ‘06-’07 Brussels, Analyst ADVISORY BOARD LEEN SEGERS CEO & Co-founder V-CULT/BELOOLA ‘13-’16 Lille, VR Creative Engineer NGINE NETWORKS, ‘11-’13 Lille, Web Developer Smart TV KYLOTONN, ‘10-’11 Paris, Gameplay Programmer Business strategist with +10 yrs experience w/startups in online media. Went from social media, to online video to VR. Is convinced the future of mobile is virtual. THOMAS BALOUET CTO & Co-founder IT engineer who went from developing video games to social networks & TV apps. Specialized in VR distribution on the web. Early WebVR contributor. Strong technological vision next to unique entrepreneurial skillset. TEAM
  • 4. VIRTUAL REALITY (360°, VR,...) A closed and fully immersive experience that puts the user inside virtual worlds AUGMENTED REALITY (AR) AR is an open and partly immersive experience that puts virtual things into user’s real worlds MIXED REALITY (MR) A virtual reality environment where real objects can be brought in - to manipulate the virtual CMS Content Management System; Online tool to efficiently upload, manage, analyze and distribute content HMD Head mounted display; A display device worn on the head with a display optic in front of each eye. VIRTUAL REALITY ENTERTAINMENT (VRE) Subsector of VR: cinematic + CGI + reality capture VR for entertaining/education purposes WEBVR WebVR is a JavaScript API that provides access to Virtual Reality devices, such as the Oculus Rift, HTC Vive, Samsung Gear VR, or Google Cardboard, via the browser. NATIVE APPLICATION An application that is specifically built for a platform and/or device and so as well the usage. GLOSSARY
  • 5. FROM 2D VIDEO TO NO FRAME (MANIPULATION) all access, the audience is in control FULLY IMMERSED : Escape to a dream world or be transported to another destination Elicits higher emotional engagement & longer engagement periods than traditional 2D “Clouds over Sidra”, is a 360° movie of the United Nations and produced by With.in. The experience helped to raise 3.8 B$ at a fundraising in 2015.
  • 10. 2017 : INTRODUCING THE VIRTUAL EXPERIENCE ECONOMY MARKET OPPORTUNITY “Virtual reality is currently the fastest growing form of video traffic, it will grow 61-fold between 2015 and 2020, a CAGR of 127 %” Nov 2016 VR headsets poised to be the fastest growing wearable product category in UK Nov 2016 Facebook to launch 360-degree video live streaming 12 December 2016 Twitter introduces 360-degree video live streaming 28 December 2016 In 2017, the Experience Economy will gain a new dimension: that of the virtual experience economy Dec 2016SOURCE: SuperData.Com MARKET WILL GROW TO 40 BILLION $ BY 2020
  • 11. VR Distribution FAIL #915,000 399$ Console 399$ HMD #2,300,000 599$ Mobile 99$HMD #450,000 1,000$ PC 799$ HMD #360,000 1,000$ PC 599$ HMD #>10,000,000 0-25$ #260,000 649$ Mobile 79$ HMD → Most users today remain early adopters and gamers
  • 12. Gartner Hype Cycle VR = Climbing the slope - More instances of how the tech can benefit the enterprise start to crystallise and become more widely understood. - 2nd and 3rd generation products appear from technology providers. - More enterprises fund pilots; - Conservative companies remain cautious. Key trend: “Transparent Immersive Experiences” ● AR ● VR ● Connected Home ● Gesture control devices
  • 13. reVeRies Pro quickly turns a VR library into an easy accessible consumer application on the web MISSION : DEMOCRATIZING VR DISCOVERY TODAY Core offering?
  • 14. FOR A PUBLISHER, WHAT ARE THE OPTIONS TODAY TO DISTRIBUTE VR CONTENT TO HIS AUDIENCE? VR DISTRIBUTION TODAY WEB SOLUTIONS NATIVE APPLICATION SOLUTION ? ? PLATFORMS PUBLISHERS
  • 15. CUSTOMER VIDEO GALLERY Rotating module hosting multiple VR experiences, viewing/navigation by staring Room = Immersive frontend built in 3D and WebVR, fully customizable to publisher’s needs VR video A VR video B VR video Z A new type of VR focused CMS that is both native to the web and immersive - A solution that efficiently manages and publishes multiple VR videos to an immersive VR gallery, fully customizable and easily discoverable through WebVR OUR SOLUTION
  • 16. THE ONE-STOP-SHOP FOR ALL YOUR VIDEO CONTENT ADVANTAGES The easiest way to turn your VR video library into a customizable application on the web MAXIMIZE REACH IMMEDIATE PUBLICATION ECONOMICAL BRANDING CUSTOMISATION ++ SIMPLICITY 1 URL 4 ALL ++ RETURN ON ENGAGEMENT FOR THE PUBLISHER NO APPLICATION STORE CENSORSHIP The easiest way to access ∆ VR video content in the most immersive way DIRECT ACCESS TO VR CONTENT COMFORT NO HEADSET LIFTS NO INSTALLATION SOCIAL FEATURES TRUE IMMERSIVE EXPERIENCES FOR THE VIEWER
  • 17. How to attract B2B2C clients in a market that hasn’t reached mass adoption? CUSTOMERS of TOMORROW = LIVING LAB PARTNERS of TODAY EVANGELIZE EDUCATE CUSTOMERS WANTED?
  • 19. Content Marketing European VR Landscape - Together with SF based, The VR Fund - Updated quarterly Results: ● Press release = 96 million views in <48 hours ● Linkedin: >17,000 views ● Coverage by Venturebeat, Tech.eu, VRoOM, VR Focus THOUGHT LEADERSHIP
  • 20. GO-TO-MARKET EUROPEAN THOUGHT LEADERSHIP • Speaker/Moderator/Judge for VR conferences/contacts • EU VR Landscape together with The VR Fund (release Feb 2017) CONSULTING • VR use cases • WebVR • VR Content distribution • Aim first clients toward reVeRiesB2C OFFERING from EEYOU (ios/android) to reVeRies = B2C platform with unique EU content to showcase functionalities of B2B2C offering REVERIES PRO (B2B2C) • From alpha/beta tester to MRR client • Trial: 1 month for free SERVICES TO ENFORCE
  • 21. Private alpha Countries Belgium Germany France Sweden Finland The Netherlands Italy United Kingdom Denmark USA 26% VR agencies 23% Broadcasters 20% Producers/creatives 11% Film festival/conference 9% Industry partner 9% Telecom
  • 22. LucidWeb, democratizing VR discovery Thomas Balouet    Thomasbalou    thomas@lucidweb.io Leen Segers Leenus    leen@lucidweb.io    www.lucidweb.io @lucidw3b