2. 2
Our Mission
Enhance Your Quality of Time
IF you had the chance to experience any place or event in the world
at a moments notice without worrying about time, access, schedule or travel costs
would you go?
3. 3
Our Goal
⌠to be the first to offer interactive
âvirtual presenceâ at live events around the
world in 3D and 2D,
360 degree in real timeâŚ
4. 4
Choose Your point of view
Personalize your experience Connect & share your experience socially
Build
Purchase and interact with advertisers
without leaving the event
360 VIEW 3D / 2D
Real Time & Anytime
Where do you
A Whole New Experience⌠What is it?
A proprietary platform that allows you to:
want to go today?
Participate, interact and play in an
augmented & enhanced environment
HD / 4K Any Device
6. 6
âThe VR [Virtual Reality] and AR [Augmented
Reality] market will be worth $692 billion by
2025, rising to more than a trillion by the
following decade..â
-- Citi Bank
The VR Industry
Industry Projected Growth
Live Events Sector
2025 VR/AR estimates
$4.1B revenue & 95 million users
âWe donât expect VR to cannibalize gate
revenueâŚwe expect VR has the potential
to create new revenue pools in the form
of new ticketing and subscription feesâŚâ
-- Goldman Sachs
âThe revenue for VR and AR is projected to
increase from $5.2B in 2016 to over $162B
in 2020 according to the IDC.â
-- BI Intelligence
âTotal VR market revenue will
Reach $40B over the next five years,
at a CAGR OF 61.3%.â
-- SuperData Research
7. 32 million attend music festivals per year
50% were millennials
70% attend more than one per year
$9.3B revenue in live music sector in 2015
2016 Music streaming revenue = $2.4B
VOD Streaming doubled YoY to 172B in 2015
7
The Booming Live Music Market
âLive experiences remain a key differentiator
in a digital world. With consumers now having
an astonishing array of choice delivered to their
hands via the content available on a smartphone,
an increasing premium is placed upon the live
hand-held experienceâŚâ
- PricewaterhouseCoopers Global
Entertainment & Media Outlook
8 of 25 top festivals were electronic
EDM industry = $7.1B in 2016 = 60% growth over 3 years
EDM streams increased 33% to 15 billion in 2015
Popular multi-day fests sell out in first day of ticket sales
https://www.prnewswire.com/news-releases/pwcs-entertainment--
media-outlook-forecasts-us-industry-spending-to-reach-720-billion-
by-2020-300281287.html
https://www.umbel.com/blog/entertainment/6-factors-driving-
massive-growth-of-music-festivals/
http://www.dancingastronaut.com/2016/05/dance-music-industry-
now-worth-7-1b/
8. 8
The Opportunity
Why Now?
Increasing public adoption
Maturing of VR-enabling technologies
Music industry dynamics
Key demographic
Millennials
Early VR adopters
EDM and Pop music core
Tech savvy generation
Gartner's 2016 Hype Cycle for Emerging Technologies
Millennialâs are the first generation of digital nativesâŚ
their affinity for technology helps shape how they experience the world.
9. 9
Continuous Innovation & Application
High quality
Video
Augmented VR
2D/3D 360
User Interface & App
Personalized
experience
Live Event Interaction,
Social Media
& Advertising
Snap photos & post
Interactive Gaming
Instant Monetizing &
Merchandise Sales
Picture in Picture (PiP)
SwivelVR TV
Live streaming
VR archives
Re-live events
Great Experience
Innovation
Innovation
Innovation
Innovation
Innovation
10. 10
Attend LIVE Events Virtually
With the same level of anticipation that patrons receive
their live event tickets they will receive their virtual tickets
to amazing events and a wide variety of perspectives.
Rent archived events to re-live the experience
Virtual Tickets
Build a platform that can become like theNetflix⢠of
VR by offering global access to massive VR content.
Subscribe, watch and re-live.
SwivelVR⢠innovations will allow for multiple viewing
options for events. Customers-controlled experience.
Incorporate VR content collection partners
SwivelVR⢠Subscriptions &
Incentives
Advertising with SwivelVR⢠AVR is a New Horizon for
individualized brand interactions and tracking. This innovation
is expected to accommodate many options, including:
Pay per click, stare, engage Virtual
Store - eCommerce Social media
integration
Snap photos, save, post Interactive
gaming planned soon
Augmented Virtual Reality (AVR)
The Provide sponsors with quantifiable data that, ideally,
evidences that patrons are noticing their advertising.
Patron
Business Model
11. 11
Total Addressable Market
Smartphone owners in NA, Europe, Asia = 1,700,000,000
The Market
50% Smartphone owners with disposable income: 850,000,000
50% with interest in live visual entertainment = 425,000,000
Serviceable Available Market
71.5%*Visits
via Smartphone
Accessing Media & Entertainment
* Management assumptions based on estimates derived from a
compilation of industry sources
12. 13
Competition
NextVR VRtify Vantage.TV
360 Degree View
Live 3D & 2D Streaming Video
Hybrid VR (PiP)
External Capital
Viable Pricing Model
AVR Based Revenue Options
Interactive Augmented VR (AVR)
Customized Sponsorship
X
X
X
X
X
X
X
X
X X
X X
X
X
X
X
X
X
14. GOALS
15
2017 - 2018:
- Build & sustain customer base
- Offering 1st mover advantages
- Offer superior quality MVP & build reputation
- Build fanbase of SwivelVR⢠users, ahead of market wide VR adoption
- Train & franchise VR content collectors
2019:
- Breakeven
- Diverse customer base
- Festivals, other events, venues, artists
2020:
- Sustainable profitability -
SwivelVR⢠TV
2022 - 2023:
- Potential Exit to Strategic Buyer
15. Monetization
16
Option #1
Offer VR services for free to âpopularâ event providers
-âPopularâ events = those with more demand than capacity
-âVirtual Ticketsâ for users unable to attend live event
- Price =5-10% of live ticket price
-Est. up-front cost $25-50k per event = paid from initial revenue
-Remaining proceeds are split between AdAir & customer (e.g. 50/50)
Option #2
Event providers pays up-front costs in exchange for greater share of
proceeds -Proceeds split more in favor of the client (e.g. 70/30)
Option #3
Event providers pays AdAir as VR contractor and reaps all proceeds
-Contracted services would vary based on size/scope of event coverage
-1-3 cameras (one stage) = $50k
-4-6 cameras (two stages) = $80k
-7-10 Cameras (three-four stages) = $100k
16. Pricing Strategy
17
Prices Include
All VR content
Content App Integration
Custom graphic augmentation
Content streaming/delivery
Basic user data
Options Include
E-Commerce Store Front
Enhanced Social Media
Interactive Content
Unique Sponsorship Capability
Expanded User Data Analysis
17. 18
Traction and Risk Mitigation
Execution Progress
*Fast followers with more funding
*Incremental implementation approach
*Post-Production before live streaming
*Flexible price point, augmented by potential
in-app revenue
Market Potential
*Actively engaged in Millennial-
centric music sectors
*Contract discussions underway with Matchbox20
*Targeting initially 8% of SAM.
Product Strength
*Highly praised concept model and demo
*Management has Received Feedback
from MASTERCARD, Verizon, Amazon,
Facebook & IBM employees that indicates Swivel's
offering compelling
18. 19
Angela Costello - VP, Business
Development & Marketing
Harvard Business School
Entertainment Industry Luminary
50+ awards, including Emmy and
Oscar Nominations
Who is AdAir?
Robert Fitzgerald â Founder and
CEO
Retired USAF officer
Founded, built & sold high
Tech company, 2004-2015
Grew to 200 employees $30M
annual revenue
Decades of experience in military and business arenas and expertise in live video global distribution
technology
Andrea Facchinette - VP,
Product Development
Swiss Air Force Squadron
Commander-1999 -2003
Unmanned Aircraft Surveillance
Expert Successful Entrepreneur
19. 20
Robert Fitzgerald- Founder, CEO
Bob Fitzgerald formed AdAir with the vision of taking the lessons and technologies heâd learned as an officer in the military and
owner of a high-tech government contracting company and applying them to the commercial market space.
He served 22 years in the Air Force before retiring from active duty in 2001. While in the Air Force, Bob spent his first 12 years
as a long-haul communications technician at seven different locations around the world. As a communications officer, he led
engineering and installation efforts in the Kingdom of Saudi Arabia in support of Operation Southern Watch, and served as the
lead action officer for Unmanned Aerial Systems (UAV) and Intelligence System support for Air Combat Commandâs
Communications Directorate.
After retiring from the military, Bob served as Principle Analyst for ARINC Inc. and Spectrum Communications Inc. In that
capacity, he served as lead Predator UAV communications operations support analyst and technical advisor for Air Combat
Commandâs Communications Directorate.
Before launching AdAir Bob built and led BOSH Global Services, providing UAV services support to the US Government. He led
the companyâs dramatic growth from one to almost 200 employees around the globe. Over its 11 years, BOSH received
numerous awards, including the national INC 500, Virginiaâs Vanguard award as the fastest growing privately held technology
and services company, and one of the Best Places to Work in Virginia.
Senior Management Team
20. 21
Andrea Facchinette - VP, Product Development
Andrea is a very creative, results and solutions oriented executive with over 21 years of leadership and
product development experience in unmanned aircraft (UAV), aviation, security, surveillance, intelligence and
command & control systems.
He is a former military squadron flight commander for the Swiss Air Force, commercial pilot, and systems
engineer with significant experience in UAV and ground based surveillance system engineering and
architecture and the design, development and deployment of complex systems for military, commercial and
large event management.
As the VP of Product development at Ad-Air, Andrea is responsible for research and development, production
and product deployment. Ad-Air provides large entertainment venues surveillance, security and command
and control for large events and broadcasting systems based on its virtual reality products. Andrea designs
and implements systems, process and equipment to meet complex engagements with tight time and
budgetary constraints.
Senior Management Team
21. 22
Angela Costello, VP â Business Development & Marketing
For more than 24 years Angela has organized and produced programs and events around the world. Her
career in Film, Broadcast, Live Events and Aerial Image production combined with her extensive
experience in Business Development, Media Management and Brand Development has added a unique
perspective to emerging trends in the entertainment industry.
Angelaâs credits include more than 50 National and International Awards, including two Animation
award Nominations known as Annies, as well as 120 programs that air in more than 200 countries
in 60 languages.
She was part of the AdAir team whose patented innovations set a new world record in Las Vegas last year.
She also helped create the âBPIâ Billion Pixel Image system for events and the AdAir VP-360 solution
which she believes will revolutionize Virtual Presence.
Angela is a Harvard Business School Alumni and has served as consortium member for Harvard Business
School, Harvard Law School and MIT.
Senior Management Team
22. 23
Why AdAir?
Broadcast & Cinema Videography Experience
Live Global Video Streaming and CODEC Expertise
Vital Relationships in Key Demographic Market Sectors
Proprietary Graphic VR Augmentation
Extensive Graphic Arts Experience
Interactive VR Technology Model
Multiple Built-In Potential Revenue Streams
24. 25
Contributing Factors
â˘Vast improvement in enabling technologies:
⢠Increased quality & lower cost of Head Mounted Displays (HMD) and VR cameras
⢠Improving global streaming capacity & architecture (HD â 4k â 8k)
â˘Growing public adoption of VR technology & content resulting from:
⢠Intrinsic value proposition of lower cost, higher quality, wider access to popular events
â˘
Greater access to compelling VR content
⢠Symbiotic relationship between quality content and accelerated hardware development
â˘Management believes that the music industry is beginning to recognize VRâs ability to
meet their need for fresh revenue source - Swivel has made some progress in
introducing VR to music artists.
â˘Continued (accelerated) trend in key demographic behavior:
⢠Increased use of high quality video content
⢠Increased rate of music and music video service subscriptions
Why this Optimism?
25. Working Capital
â˘Marketing & Sales Force
â˘Software Engineers & Programmers
â˘Continued App Development
⢠SwivelVRâ˘
⢠ChatFest - In app chat features
â˘Legal Services
â˘Game Development
â˘Office, Lab & Furnishings
CAPEX
â˘Updated VR Camera Systems
â˘Live Streaming & Stitching software and hardware
26
Use of Offering Funds
26. 27
Capital Funding
Investment to Date
$1,900,000
Proprietary systems & working capital
The âAskâ
$2.5M
$8M Pre-Money Valuation
Equity 23.8%
27. 28
Industry and Competitive Landscape
Virtual Reality (âVRâ) has seen a resurgence over the last several years since the initial technology became available in the
1980s.1 Consumer and investor interest in VR was reignited by the Kickstarter campaign for the Oculus Rift (DK1). In 2012, the
Kickstarter campaign set out to raise $250,000 with the goal of developing improved VR headsets capable of providing a
comfortable and immersive experience when playing computer games. The campaign closed a month after launch having raised
$2.4 million in funding. Oculus VR LLC, was subsequently acquired by Facebook Inc. for $2 billion two years later in 2014.
Oculusâs first consumer product, the Oculus Rift, launched launched in March 2016.1
Google released its own Head-Mounted Display (âHMDâ), the Google Cardboard, in 2014. Google announced that, 18
months later that 5 million headsets had been sold, along with over 25 million downloads of VR enabled apps from its store.1
Other manufacturers have also entered the market. Samsungâs headset, the Gear VR works with the latest generation of
Samsung smartphones and was being shipped free of charge with all pre-orders of their flagship smartphone, the Galaxy S7. HTC
released its own Oculus Rift competitor, the HTC Vive, in early April 2016. HTC stated more than 15,000 units were sold in the
first 10 minutes when pre-orders for the Vive opened in February of 2016. Sony followed up announcing that it would release
its headset, the PlayStation VR, in October 2016.1
Some1 in the industry believe that the principal driver of the VR market is going to be the rate at which HMD devices are sold
to consumers. Consequently, they expect the VR market to see a surge in growth in 2017 and beyond as manufacturers are
expected to continue to release a variety of products onto the market.
1 Source MelodyVR Admission Filing for Trading on the AIM stock market
28. 29
Industry and Competitive Landscape
2016 was a pivotal year for the Virtual Reality industry. Almost 100 million VR units shipped according to SuperData Research.
The vast majority (over 90%) of those VR units shipped were Google Cardboard, which offer a limited version of the experience
of the higher end units. 2017 is shaping up better thanks to the new Samsung S8 and second generation headsett from Oculus
and HTC. A big missing factor in most industry coverage is China. Bloomberg reports that Chinaâs VR market will be $8.5 billion
and noted that there are at least 200 startups working in Chinaâs VR industry. China is also pushing low-cost models hard.1
The resurgent activity in VR over the last three years is still in its infancy. Grand View Research in their May 2017 report projects
the global VR market to reach $49.5 billion by 2025. The new HMD technology now offers a cost-effective and reliable solution
to experience immersive virtual experience by means of a smartphone. Research and Markets in their March 2017 âVirtual
Reality for Consumer Marketâ report, forecasts total revenue from HMDs, VR accessories and VR content will increase from
$435.6 million in 2015 to $35 billion worldwide in 2021, representing a compound annual CAGR of 133%.
A primary driver in the success of VR is content that will drive consumers to the technology. One significantly important segment
is found in how VR is revolutionizing live music. Last year Live Nation teamed with Citi Bank and NextVR to broadcast dozens of
concerts in VR. The shows include concert views, interviews with artists and back stage experiences all in VR. According to Kevin
Chernett EVP of Live Nation, âVR has the ability to deepen the fans relationship with the artist while providing access to fans
around the world to experience the energy of live when they canât physically be there.â 2 Professional sports are following suit
with their own experiences. According to industry experts, we are currently seeing just the tip of the iceberg for live VR. What
was initially see as a technology only for computer gamers, a recent poll by the Consumer Technology Association found that
consumersâ most popular suggestion for VR content were for concerts, sports and exercise. Data from Greenlight Insightâs 2017
survey also found that 65% of consumer were interested in live events and 58% sports. That compares to 65% for gaming.2
1https://www.bloomberg.com/news/features/2016-05-15/china-s-virtual-reality-market-will-be-worth-8-5-billion-and-everyone-wants-a-piece
2 https://www.wired.com/brandlab/2017/07/live-concerts-take-virtual-virtual-reality/
29. 30
Industry and Competitive Landscape
A recent Citi Research predicts the overall virtual / augmented reality market could reach $692 billion by 2025 and continue to
increase after that as the younger consumer are demonstrating they are more likely to adopt VR for live events. Citi, teaming
with Live Nation and NextVR are early entrants into the event VR segment. The market however is potentially huge. Live Nation
has streamed more that 600 concerts online non-VR. The current series in JV with Citi is about 10 show over the course of a
year.1
The VR production segment is just getting underway and attracting personnel with the skills needed to deliver an excellent
VR experience is challenging. We believe ADAir is well positioned so competed and to collaborate and Joint Venture with the
largest players that have massive content access but little real experience with delivering high-end VR.
Globally there are a number companies large and small serving the VR production, content and hardware segments. We
believe the pure VR production and post production companies are for the most part small and just gaining significant traction.
In the opinion of management, the much larger large content providers in the music and sports segments have not staffed in-
house production capabilities to the level of talent and experience to handle the expected demand as VR grows.
While there will be winners and losers and the market accelerates, we believe that companies like AD-Air that can
deliver onsite, pre-production, post production and streaming platforms to monetize the experiences and we anticipate
that they will be embraced by the large content gatekeepers and artists, seeking to reach a larger audience.
1 https://www.cnbc.com/2016/10/14/citi-eyes-a-trillion-dollar-industry-in-virtual-reality-technology.html
30. Risks and Disclosures
This presentation does not constitute an offer to sell or the solicitation of any offer to buy interests in the Ad-Air, Inc., which may only be made at the
time a qualified subscriber receives the Private Placement Memorandum (PPM) describing the offering. In the case of any inconsistency between the
descriptions or terms in this presentation and the PPM, the PPM shall control. An investment in the Company involves significant risks, including the
loss of the entire investment. Restrictions apply to transfers and withdrawals of shares in the offering. Before deciding to invest in the offering,
prospective investors should read the PPM and pay particular attention to the risk factors contained in the PPM. Prospective investors should make their
own investigation and evaluation of the information contained in this presentation. Each prospective investor should consult their own attorney,
business adviser and tax adviser as to legal, business, tax and related matters concerning the information contained herein. Certain information
contained in this presentation constitutes âforward---looking statements,â which can be identified by the use of forward--looking terminology such as
âmay,â âwill,â âshould,â âexpect,â âanticipate,â âtarget,â âproject,â âestimate,â âintend,â âcontinueâ or âbelieve,â or the negatives thereof or other
variations thereon or comparable terminology. Due to various risks and uncertainties, actual events or results may differ materially from those reflected
or contemplated in such forward---looking statements. Certain information contained in this presentation is based on or derived from information
provided by independent third---party sources. Management of the Company believes that such information is accurate and that the sources from which
it has been obtained are reliable. The Company cannot guarantee the accuracy of such information, however, and has not independently verified the
assumptions on which such information is based. This presentation is being provided on a confidential basis. Accordingly, this presentation may not be
reproduced in whole or in part, and may not be delivered to any person without the prior written consent of the Company. Past performance is not
indicative of future results. Securities offered through WealthForge Securities LLC, Member FINRA/SIPC. Ad-Air, Inc. and WealthForge Securities LLC
are separate entities.
The market for Virtual Reality production and services is just emerging and subject to unknown risks related to adoption, technology changes, new large
competitive entrants into the market and changes positive or negative to consumer preferences. The market of VR providers is also highly fragmented
and composed of very thinly capitalized as well as heavily capitalized organizations. There is significant movement in the actual hardware and software
technology and the various market segments that may be applicable. While the opportunities may be significant, the costs to keep up with technology
evolutions and to make an impact as a market leader in a specific segment are potentially volatile. Ad-Air, Inc. is an a early stage company as as such has
risks related to its ability to attract capital and gain market traction in a dynamic industry. Investors should be able to afford the potential risk of a loss of
their investment.
31. Where Do You Want To Go Today?
Let Us Take You There.
32. Welcome to the Future. Itâs Time to Experience Powerful Innovation
A product of
Securities are offered through WealthForge Securities, LLC, a registered broker/dealer and member FINRA/SIPC.