SlideShare a Scribd company logo
one@computer.org
QbitVR
Shared OnlineVirtual Reality
CONFIDENTIAL
one@computer.org
Index
 Creating the Metaverse
 Experiments in the Metaverse
 Where we are now inVR?
 Technology Enablers
 Market Signals
 VR Market Opportunity
 The Opportunity with Qbit
 Qbit’sVR R&D Packages
CONFIDENTIAL
one@computer.org
Who we are?
Qbit is an Innovation Lab focusing in creating links between research on new
technologies and businesses.We grow our knowledge by experimenting innovation and
transforming it to create cutting edge business solutions, to assist organizations in their
growth and their relationship with technology and the future, at a strategic and tactical
level.
Mattia Crespi, Founder of Qbit, is an Affiliate of the Institute ForThe Future of Palo Alto
and is an active member of the IEEE. Mattia has managed and developed some of the
most successful InternetVR projects worldwide, including the Ducati RacingVR
championship, theTIMVirtual Soccer Cup and the Pink Floyd 3DVirtual Museum.
one@computer.org
I can see clearly the ultimate
goal of computing, is not only
recreating the human, but to
create a place for the human
to live in.
With the Internet we have
built the basic infrastructure
for our next dimension to live
in. This dimension is the one
ofVirtual Reality.
mc
CONFIDENTIAL
one@computer.org
Creating the Metaverse
 The Metaverse is a Virtual Reality-based successor of the Internet, as
described by Stephenson in his 1992 novel “Snow Crash”, a cyberpunk
classic.
 The Metaverse is really “the space of virtual reality”, where a multitude of
devices, entities and data converge together, creating an immersive shared
space.
 In the late 1990’s the idea of creating the Metaverse has begun to take
shape and we saw the first examples of what I like to define “demos” of the
Metaverse:VirtualWorlds.
 Virtual Worlds reached the peak of media attention with Secondlife in the
years 2005 to 2009, even thou there have been many other less successful
attempts to create online virtual reality environments.
 Some of us know that Secondlife was just a demo of what is about to
come. The next “version” of the Internet will be in 3D. It will be Virtual
Reality.
CONFIDENTIAL
one@computer.org
Experiments in the Metaverse
 A bunch of companies and innovators around the world, have
been working on the idea of the Metaverse.
 Very soon in 2015, we will see new technologies hitting the
market, addressing the challenge of scaling a truly
interconnected virtual reality environment over the Internet.
 Qbit is one of the companies that is experimenting and actively
developing test on these technologies, with partner companies
in SiliconValley.
 Qbit is currently experimenting the creation of online high
resolution 3D virtual reality spaces, that can scale up to global
proportions, allowing a virtually unlimited expansion, with
millions of virtual square meters of land and millions of users
interconnected.
CONFIDENTIAL
one@computer.org
Unity 3D
Where we are now in InternetVR
2006 2020
2009 2014 2015
Second Life Peak
HF Beta
SamsungGear
Facebook BuysOculus
Oculus Rift
Cloud Computing
HFAlpha
MS Kinect
one@computer.org
Technology
Enablers
CONFIDENTIAL
one@computer.org
Technology Enablers
 The main technological factors influencing the rise of online
virtual reality are the following:
 High bandwidth availability
 Scalable network architecture
 Cloud processing power and resource allocation
 A new conception of domain system architecture
 A new generation of i/o devices
 All of the above are influencing factors that are evolving rapidly.
 New VR technologies in Alpha phase will hit the market in
2015, to then grow rapidly in the next years, taking us into
theVirtual Reality era.
CONFIDENTIAL
one@computer.org
Scalability
 The scale to which the Metaverse will allow us to develop
content is virtually infinite. In the near future, we will be able to
import entire countries, regions or even planets with their
precise height map and terrain.
 On the contrary of Google Earth, the Metaverse allows a
detailed reproduction and full interaction with the
environments and between people, as it is modeled in 3D and
made for real time presence.
 Scaling users is also another crucial factor. The technology we
work with can host a scalable amount of simultaneous users.
 All of the above is being addressed by the capability of the
network to call for processing power, when and where needed.
CONFIDENTIAL
one@computer.org
The extend to which we can scale
Here you can see a scalable VR reproduction of a planetary system,
with planets orbiting around a blue sun in the middle.
The systems explodes details as we get closer to entities, so each
planet you see can be fully detailed in real dimensions and down to
a single tree or even leaf!
one@computer.org
In the near future the
Internet will be powered
by each single device
connected to it.
The more users connect
to the network, the more
power is allocated by the
network itself.
Users will contribute
processing power with
their own devices.
Processing power will be
exchanged for money.
Processing power will
become a commodity.
mc
CONFIDENTIAL
one@computer.org
Interoperability
 Interoperability is a key term in any kind of simulation
environment. A fundamental aspect is to be able to access
virtual environments from a variety of devices and operating
systems. On the other hand, a virtual environment should be
able to be interfaced and communicate with any other type of
IT infrastructure or data formats.
 In the past, virtual worlds have been limited in integrating with
other systems, because of their proprietary programming
language and system architecture, mostly developed around
business models, aimed at sustaining the initial phase of
experimentation, rather than growth.
 Qbit develops only using interoperable technologies, enabling a
seamless integration with existing IT systems.
CONFIDENTIAL
one@computer.org
Data Protection
 A critical factor in developing corporate VR environments has
always been the fact that there was no system available to truly
protect content and data, in an online immersive environment.
 Most virtual reality platforms, were and still are based on
content uploaded, created and stored on third party servers or
networks.
 Engines and platforms that allow for data to be stored locally or
on own servers, are currently limited in their capability to scale
and host a large number of users simultaneously.
 At Qbit we develop with technologies that allow complete
security of data and content, with storage on any type of
secured or owned server.
one@computer.org
Signals
CONFIDENTIAL
one@computer.org
Market Signals
 Despite the rise and fall in popularity of Virtual Worlds, the vision of
a 3DWeb is still very present and alive.
 After a long peak of media attention, the development of virtual
worlds and virtual reality have taken enormous steps ahead,
behind the curtains…
 Innovators and innovative companies around the world are actively
experimenting and rapidly developing a new generation of
scalable system architectures, designing and implementing a new
conception of the Internet as a whole.
 A new generation of smart i/o devices is hitting the market: the
Oculus Rift acquired by Facebook, Samsung Gear to be launched
in 2015 and many otherVR devices manufacturers.
 The attention from media and the Internet on VR is increasing, as
web searches forVirtual Reality increase rapidly.
CONFIDENTIAL
one@computer.org
Main Market Signals at a glance
Second Life is at
the peak of
media attention
between 2006
and 2009 as the
first Internet
Virtual Reality
platform
Unity 3D brings
3D interactivity
in the web
browser and on
mobile devices.
Casual Gaming
becomes
mainstream
Oculus Rift
Developer Kit is
launched. The
first consumer
VR headset
High Fidelity
opens Alpha in
2014. It’s the
evolution of
Second Life,
with a new
architecture
empowered by
cloud
computing
Facebook buys
Oculus and
launches Beta
VR experience.
Samsung with
Facebook,
making a
Samsung
Version of the
Oculus Rift, that
works with
mobile phones.
2006 2014
CONFIDENTIAL
one@computer.org
Google Searches onVirtual Reality
Search volume for the keyword “virtual reality” doubled in the month of January 2015.
CONFIDENTIAL
one@computer.org
A New Generation of I/O Devices
 In the last 3 years, we have seen various efforts to produce new generation VR
hardware and input devices, such as the Oculus Rift (now Facebook), Samsung
Gear, Depth Cameras, Game Pads and more. (see
http://www.qbittech.com/index.php/qbit-blog for more)
 As more advanced input devices and interfaces are developed, Virtual Reality
will become more and more immersive.
one@computer.org
Business
Opportunity
CONFIDENTIAL
one@computer.org
VR Market Opportunity
 InternetVR is about to hit mainstream, thanks to the following enablers:
 Cloud and Ubiquitous Computing
 New 3D Internet high level architectures
 Availability ofVR Input devices
 High Speed Connectivity
 Market leaders entering market
 We have been working within the eco-system of developers of Internet VR
technologies for the past 9 years. This allows us to deeply understand the
market and puts us ahead of the curve in this new era.
 We are in a moment when several factors and signals are crossing, leading
to mainstream adoption ofVR over the Internet.
 We have prepared ourselves and are ready to act, to become one of the
leading developers of the Metaverse.
CONFIDENTIAL
one@computer.org
What can you do with onlineVR?
 OnlineVirtual Reality allows to:
 Create a virtual persona: your Avatar, in high resolution and with any
feature you like. Nowadays it is also possible to create a mirror copy of
your body and face.
 Navigate with an Avatar in a closed or public online 3D space.
 Interact and communicate with others with voice and your own real
time facial expressions .
 Simulate any type of environment.
 Create simulation environments for education and training.
 PerformVirtual Conferencing in 3D.
 Buy and sell real and virtual goods.
 Virtualize the Internet presence of brands in the new 3D dimension.
 Recreate entire geographies, climates and eco-systems, in any time in
history and simulate any type of conditions.
one@computer.org
The main difference between
online virtual reality and
other 3D simulations or
game-type environments, is
that online VR is shared,
online and accessible at all
times and by everyone with
an Internet connection.
People can share the same
virtual environment in real
time.
mc
CONFIDENTIAL
one@computer.org
QbitVR Experiments
 AVirtual Reality Experiment with Qbit.
 Qbit is developing the first experiments on the new 3D internet
architecture developed by High Fidelity.
 We have registered and acquired a list of domains for the new
3D web. These can be compared to .com domains in the current
web.
 We have deployed our first VR servers and are currently running
an online VR environment, where we are building a scalable
online VR space for interaction, training, conferencing and
brand extension opportunities.
 We offer brands and Institutions the unique opportunity to
be ahead in building their own space in the Metaverse.
CONFIDENTIAL
one@computer.org
Thank you
info@qbittech.com
linkedin.com/company/2561831
twitter.com/1qbit
plus.google.com/qbittechnologies
facebook.com/QbitTechnologies

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The Metaverse and Virtual Reality 2015

  • 2. CONFIDENTIAL one@computer.org Index  Creating the Metaverse  Experiments in the Metaverse  Where we are now inVR?  Technology Enablers  Market Signals  VR Market Opportunity  The Opportunity with Qbit  Qbit’sVR R&D Packages
  • 3. CONFIDENTIAL one@computer.org Who we are? Qbit is an Innovation Lab focusing in creating links between research on new technologies and businesses.We grow our knowledge by experimenting innovation and transforming it to create cutting edge business solutions, to assist organizations in their growth and their relationship with technology and the future, at a strategic and tactical level. Mattia Crespi, Founder of Qbit, is an Affiliate of the Institute ForThe Future of Palo Alto and is an active member of the IEEE. Mattia has managed and developed some of the most successful InternetVR projects worldwide, including the Ducati RacingVR championship, theTIMVirtual Soccer Cup and the Pink Floyd 3DVirtual Museum.
  • 4. one@computer.org I can see clearly the ultimate goal of computing, is not only recreating the human, but to create a place for the human to live in. With the Internet we have built the basic infrastructure for our next dimension to live in. This dimension is the one ofVirtual Reality. mc
  • 5. CONFIDENTIAL one@computer.org Creating the Metaverse  The Metaverse is a Virtual Reality-based successor of the Internet, as described by Stephenson in his 1992 novel “Snow Crash”, a cyberpunk classic.  The Metaverse is really “the space of virtual reality”, where a multitude of devices, entities and data converge together, creating an immersive shared space.  In the late 1990’s the idea of creating the Metaverse has begun to take shape and we saw the first examples of what I like to define “demos” of the Metaverse:VirtualWorlds.  Virtual Worlds reached the peak of media attention with Secondlife in the years 2005 to 2009, even thou there have been many other less successful attempts to create online virtual reality environments.  Some of us know that Secondlife was just a demo of what is about to come. The next “version” of the Internet will be in 3D. It will be Virtual Reality.
  • 6. CONFIDENTIAL one@computer.org Experiments in the Metaverse  A bunch of companies and innovators around the world, have been working on the idea of the Metaverse.  Very soon in 2015, we will see new technologies hitting the market, addressing the challenge of scaling a truly interconnected virtual reality environment over the Internet.  Qbit is one of the companies that is experimenting and actively developing test on these technologies, with partner companies in SiliconValley.  Qbit is currently experimenting the creation of online high resolution 3D virtual reality spaces, that can scale up to global proportions, allowing a virtually unlimited expansion, with millions of virtual square meters of land and millions of users interconnected.
  • 7. CONFIDENTIAL one@computer.org Unity 3D Where we are now in InternetVR 2006 2020 2009 2014 2015 Second Life Peak HF Beta SamsungGear Facebook BuysOculus Oculus Rift Cloud Computing HFAlpha MS Kinect
  • 9. CONFIDENTIAL one@computer.org Technology Enablers  The main technological factors influencing the rise of online virtual reality are the following:  High bandwidth availability  Scalable network architecture  Cloud processing power and resource allocation  A new conception of domain system architecture  A new generation of i/o devices  All of the above are influencing factors that are evolving rapidly.  New VR technologies in Alpha phase will hit the market in 2015, to then grow rapidly in the next years, taking us into theVirtual Reality era.
  • 10. CONFIDENTIAL one@computer.org Scalability  The scale to which the Metaverse will allow us to develop content is virtually infinite. In the near future, we will be able to import entire countries, regions or even planets with their precise height map and terrain.  On the contrary of Google Earth, the Metaverse allows a detailed reproduction and full interaction with the environments and between people, as it is modeled in 3D and made for real time presence.  Scaling users is also another crucial factor. The technology we work with can host a scalable amount of simultaneous users.  All of the above is being addressed by the capability of the network to call for processing power, when and where needed.
  • 11. CONFIDENTIAL one@computer.org The extend to which we can scale Here you can see a scalable VR reproduction of a planetary system, with planets orbiting around a blue sun in the middle. The systems explodes details as we get closer to entities, so each planet you see can be fully detailed in real dimensions and down to a single tree or even leaf!
  • 12. one@computer.org In the near future the Internet will be powered by each single device connected to it. The more users connect to the network, the more power is allocated by the network itself. Users will contribute processing power with their own devices. Processing power will be exchanged for money. Processing power will become a commodity. mc
  • 13. CONFIDENTIAL one@computer.org Interoperability  Interoperability is a key term in any kind of simulation environment. A fundamental aspect is to be able to access virtual environments from a variety of devices and operating systems. On the other hand, a virtual environment should be able to be interfaced and communicate with any other type of IT infrastructure or data formats.  In the past, virtual worlds have been limited in integrating with other systems, because of their proprietary programming language and system architecture, mostly developed around business models, aimed at sustaining the initial phase of experimentation, rather than growth.  Qbit develops only using interoperable technologies, enabling a seamless integration with existing IT systems.
  • 14. CONFIDENTIAL one@computer.org Data Protection  A critical factor in developing corporate VR environments has always been the fact that there was no system available to truly protect content and data, in an online immersive environment.  Most virtual reality platforms, were and still are based on content uploaded, created and stored on third party servers or networks.  Engines and platforms that allow for data to be stored locally or on own servers, are currently limited in their capability to scale and host a large number of users simultaneously.  At Qbit we develop with technologies that allow complete security of data and content, with storage on any type of secured or owned server.
  • 16. CONFIDENTIAL one@computer.org Market Signals  Despite the rise and fall in popularity of Virtual Worlds, the vision of a 3DWeb is still very present and alive.  After a long peak of media attention, the development of virtual worlds and virtual reality have taken enormous steps ahead, behind the curtains…  Innovators and innovative companies around the world are actively experimenting and rapidly developing a new generation of scalable system architectures, designing and implementing a new conception of the Internet as a whole.  A new generation of smart i/o devices is hitting the market: the Oculus Rift acquired by Facebook, Samsung Gear to be launched in 2015 and many otherVR devices manufacturers.  The attention from media and the Internet on VR is increasing, as web searches forVirtual Reality increase rapidly.
  • 17. CONFIDENTIAL one@computer.org Main Market Signals at a glance Second Life is at the peak of media attention between 2006 and 2009 as the first Internet Virtual Reality platform Unity 3D brings 3D interactivity in the web browser and on mobile devices. Casual Gaming becomes mainstream Oculus Rift Developer Kit is launched. The first consumer VR headset High Fidelity opens Alpha in 2014. It’s the evolution of Second Life, with a new architecture empowered by cloud computing Facebook buys Oculus and launches Beta VR experience. Samsung with Facebook, making a Samsung Version of the Oculus Rift, that works with mobile phones. 2006 2014
  • 18. CONFIDENTIAL one@computer.org Google Searches onVirtual Reality Search volume for the keyword “virtual reality” doubled in the month of January 2015.
  • 19. CONFIDENTIAL one@computer.org A New Generation of I/O Devices  In the last 3 years, we have seen various efforts to produce new generation VR hardware and input devices, such as the Oculus Rift (now Facebook), Samsung Gear, Depth Cameras, Game Pads and more. (see http://www.qbittech.com/index.php/qbit-blog for more)  As more advanced input devices and interfaces are developed, Virtual Reality will become more and more immersive.
  • 21. CONFIDENTIAL one@computer.org VR Market Opportunity  InternetVR is about to hit mainstream, thanks to the following enablers:  Cloud and Ubiquitous Computing  New 3D Internet high level architectures  Availability ofVR Input devices  High Speed Connectivity  Market leaders entering market  We have been working within the eco-system of developers of Internet VR technologies for the past 9 years. This allows us to deeply understand the market and puts us ahead of the curve in this new era.  We are in a moment when several factors and signals are crossing, leading to mainstream adoption ofVR over the Internet.  We have prepared ourselves and are ready to act, to become one of the leading developers of the Metaverse.
  • 22. CONFIDENTIAL one@computer.org What can you do with onlineVR?  OnlineVirtual Reality allows to:  Create a virtual persona: your Avatar, in high resolution and with any feature you like. Nowadays it is also possible to create a mirror copy of your body and face.  Navigate with an Avatar in a closed or public online 3D space.  Interact and communicate with others with voice and your own real time facial expressions .  Simulate any type of environment.  Create simulation environments for education and training.  PerformVirtual Conferencing in 3D.  Buy and sell real and virtual goods.  Virtualize the Internet presence of brands in the new 3D dimension.  Recreate entire geographies, climates and eco-systems, in any time in history and simulate any type of conditions.
  • 23. one@computer.org The main difference between online virtual reality and other 3D simulations or game-type environments, is that online VR is shared, online and accessible at all times and by everyone with an Internet connection. People can share the same virtual environment in real time. mc
  • 24. CONFIDENTIAL one@computer.org QbitVR Experiments  AVirtual Reality Experiment with Qbit.  Qbit is developing the first experiments on the new 3D internet architecture developed by High Fidelity.  We have registered and acquired a list of domains for the new 3D web. These can be compared to .com domains in the current web.  We have deployed our first VR servers and are currently running an online VR environment, where we are building a scalable online VR space for interaction, training, conferencing and brand extension opportunities.  We offer brands and Institutions the unique opportunity to be ahead in building their own space in the Metaverse.