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TIME TO EARN MONEY WITH
AUGMENTED AND VIRTUAL REALITY
WOLFGANG STELZLE
OCT 2016
2
RE’FLEKT IS ONE OF THE
LEADING COMPANIES IN THE
FIELD OF USER-ORIENTED
AUGMENTED & VIRTUAL
REALITY SOLUTIONS.
WOLFGANG STELZLE
CEO RE’FLEKT GMBH
BREAKING NEWS
THE AUGMENTED & VIRTUAL REALITY BOOM
3TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
AR & VR MARKET
4TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
AR & VR MARKET
5TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
AR & VR MARKET
6TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
WHY ALL THE INVESTMENTS?
… MAYBE CAUSE PEOPLE ARE HAVING FUN?
7TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
8TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
9TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
CAUSE….
...IT’S THE RIGHT TIME
10TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
New technologies are generally being adopted faster.
Years from consumer availability to 10% penetration in US.
0 5 10 15 20 25
Virtual Reality
Tablet
Smartphone
Internet
PC
Television
Telephone
?
(1876)
(1938)
(1990)
(2005)
(2010)
(1975)
(2015)
Years
Sources: Technology
Review (US Technology
Adoption Rates), The
World Bank (Internet
Users), Asympco
(Smartphone Penetration)
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
11TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
TIME TO EARN MONEY…
...WITH HARDWARE
12TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
TIME TO EARN MONEY…
...WITH HARDWARE
13TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
Released in	
H2	2015
Released in	
H1	2016
Released in	
H1	2016
Release	in	
H2	2016
Release	in	
H1 2017
100	€ 699	€ 899	€ approx.	400	€ n.a.
+	mobile	with	S7
+	fairly	cheap
- display quality
- Performance
o	B2B	&	B2C	focus
+	display	quality
- cables
- workstation	required
o	B2C	focus
+	lighthouse	tracking
+	display quality
- cables
- workstation	required
o	B2B	&	B2C	focus
+	bundle	with	
PlayStation
+ fairly	cheap
o	B2C	focus
+ Mixed	Reality	apps	
possible
+	lightweight
TIME TO EARN MONEY…
...WITH HARDWARE
14TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
TIME TO EARN MONEY…
...WITH HARDWARE
15TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
Source:	http://www.icaros.net
TIME TO EARN MONEY…
...WITH HARDWARE
16TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
Source	https://www.neowin.net/news
24.000 x 1.000 =
24.000.000
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
17TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
18TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
$6B
TIME TO EARN MONEY…
AUTOMOTIVE AFTERSALES MARKET
19SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	http://www.adlittle.com/downloads/tx_adlreports/AMG_Automotive_after_sales_2015_01.pdf
20TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
DECREASE	COSTS INCREASE	REVENUE
TIME TO EARN MONEY…
REFLEKT 360
21TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
SMART ASSISTANCE
FOR NUMEROUS USE-CASES
Everyday Assistant
Teleservices,
Remote-Support
Customer Support
Setup, Installation,
How to use
Collaborative work Emergency Assistant
Repair, Maintenance,
Inspection
SMART ASSISTANCE WITH AUGMENTED REALITY
TIME TO EARN MONEY…
REPAIR & MAINTENANCE
23SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	re-flekt.com
TIME TO EARN MONEY…
Results from technician surveys
24SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	Bosch	AA-AS
§ Assessment of an AR system for training
§ 50+ participant of all ages and experience
§ Participants indicated that AR would boost
quality and time by 52% compared to
traditionally existing information systems.
TIME TO EARN MONEY…
TABLET MACHINE MANUAL
25SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	re-flekt.com
TIME TO EARN MONEY…
SMARTPHONE USERS MANUAL
26SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	www.en.zte.com.cn
TIME TO EARN MONEY…
TELESERVICES
27SMART ASSISTANCE WITH AUGMENTED REALITY
Source:	re-flekt.com
TIME TO EARN MONEY…
SALES SUPPORT WITH AR
28SMART ASSISTANCE WITH AUGMENTED REALITY
TIME TO EARN MONEY…
SALES SUPPORT WITH VR
29SMART ASSISTANCE WITH AUGMENTED REALITY
CONTENT 30
SCALABLE CONTENT
PRODUCTION FOR
AUGMENTED REALITY
AS SUCCESS FACTOR
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
32TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
33TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
• TIME TO EARN MONEY WITH AR & VR
A BET ON THE FUTURE
34ECO-SYSTEMS
TIME TO EARN MONEY…
...WITH ECO-SYSTEMS
35TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
MAYBE BUT THERE ARE...
...MANY AREAS TO EARN MONEY IN
36TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
The studio model includes companies
that create AR & VR content. Some
produce their own IP, while others
work primarily as contractors.
Pros:
• many want to create AR/VR
experiences
Cons:
• not very scalable
• relatively low barrier to entry
Studio
The hardware model includes
companies that produce physical
consumer goods for AR/VR. They can
make cameras, headsets, and input /
output devices.
Pros:
• potential for defensible technology
• large potential market
Cons:
• capital intensive
• many competitors
• manufacturing risk
• research & development risk
Hardware
The middleware model includes
companies that develop software and
technology for the creation and
distribution of AR/VR.
Pros:
• very scalable
• potential for defensible,
differentiated offering
Cons:
• research & development risk
• difficult to predict the needs of
content creators
Middleware
The aggregate model includes
companies that distribute AR/VR
content. They can take the form of
apps, app stores, and web destinations.
Pros:
• large potential market
• very scalable
• control relationship with
end-consumer
Cons:
• difficult to differentiate
• dependent on content creators
• threat of winner-take-all market
Aggregate
The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning.
This state of flux guarantees that new business models will continue to emerge in the future.
Integrated
The integrated model includes companies that operate
two or more of the business models shown above.
Pros:
• control more of the user
experience and ecosystem
• diversified business
Cons:
• extremely capital intensive
• potentially unfocused
• many competitors
AR/VR IS STILL IN ITS
INFANCY. MAJORITY OF
COMPANIES ARE PRE-
PRODUCT / PRE-REVENUE.
FREQUENT PIVOTING AND
REPOSITIONING.
THANK YOU!
38
Wolfgang Stelzle (CEO)
+49 89 122 045-10
ws@re-flekt.com
www.re-flekt.com

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Wolfgang Stelzle (RE’FLEKT) Time to make Money with Augmented Reality – Tools for Industry 4

  • 1. TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY WOLFGANG STELZLE OCT 2016
  • 2. 2 RE’FLEKT IS ONE OF THE LEADING COMPANIES IN THE FIELD OF USER-ORIENTED AUGMENTED & VIRTUAL REALITY SOLUTIONS. WOLFGANG STELZLE CEO RE’FLEKT GMBH
  • 3. BREAKING NEWS THE AUGMENTED & VIRTUAL REALITY BOOM 3TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 4. AR & VR MARKET 4TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 5. AR & VR MARKET 5TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 6. AR & VR MARKET 6TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 7. WHY ALL THE INVESTMENTS? … MAYBE CAUSE PEOPLE ARE HAVING FUN? 7TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 8. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 8TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 9. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 9TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 10. CAUSE…. ...IT’S THE RIGHT TIME 10TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY New technologies are generally being adopted faster. Years from consumer availability to 10% penetration in US. 0 5 10 15 20 25 Virtual Reality Tablet Smartphone Internet PC Television Telephone ? (1876) (1938) (1990) (2005) (2010) (1975) (2015) Years Sources: Technology Review (US Technology Adoption Rates), The World Bank (Internet Users), Asympco (Smartphone Penetration)
  • 11. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 11TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 12. TIME TO EARN MONEY… ...WITH HARDWARE 12TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 13. TIME TO EARN MONEY… ...WITH HARDWARE 13TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY Released in H2 2015 Released in H1 2016 Released in H1 2016 Release in H2 2016 Release in H1 2017 100 € 699 € 899 € approx. 400 € n.a. + mobile with S7 + fairly cheap - display quality - Performance o B2B & B2C focus + display quality - cables - workstation required o B2C focus + lighthouse tracking + display quality - cables - workstation required o B2B & B2C focus + bundle with PlayStation + fairly cheap o B2C focus + Mixed Reality apps possible + lightweight
  • 14. TIME TO EARN MONEY… ...WITH HARDWARE 14TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 15. TIME TO EARN MONEY… ...WITH HARDWARE 15TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY Source: http://www.icaros.net
  • 16. TIME TO EARN MONEY… ...WITH HARDWARE 16TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY Source https://www.neowin.net/news 24.000 x 1.000 = 24.000.000
  • 17. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 17TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 18. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 18TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY $6B
  • 19. TIME TO EARN MONEY… AUTOMOTIVE AFTERSALES MARKET 19SMART ASSISTANCE WITH AUGMENTED REALITY Source: http://www.adlittle.com/downloads/tx_adlreports/AMG_Automotive_after_sales_2015_01.pdf
  • 20. 20TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY DECREASE COSTS INCREASE REVENUE
  • 21. TIME TO EARN MONEY… REFLEKT 360 21TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 22. SMART ASSISTANCE FOR NUMEROUS USE-CASES Everyday Assistant Teleservices, Remote-Support Customer Support Setup, Installation, How to use Collaborative work Emergency Assistant Repair, Maintenance, Inspection SMART ASSISTANCE WITH AUGMENTED REALITY
  • 23. TIME TO EARN MONEY… REPAIR & MAINTENANCE 23SMART ASSISTANCE WITH AUGMENTED REALITY Source: re-flekt.com
  • 24. TIME TO EARN MONEY… Results from technician surveys 24SMART ASSISTANCE WITH AUGMENTED REALITY Source: Bosch AA-AS § Assessment of an AR system for training § 50+ participant of all ages and experience § Participants indicated that AR would boost quality and time by 52% compared to traditionally existing information systems.
  • 25. TIME TO EARN MONEY… TABLET MACHINE MANUAL 25SMART ASSISTANCE WITH AUGMENTED REALITY Source: re-flekt.com
  • 26. TIME TO EARN MONEY… SMARTPHONE USERS MANUAL 26SMART ASSISTANCE WITH AUGMENTED REALITY Source: www.en.zte.com.cn
  • 27. TIME TO EARN MONEY… TELESERVICES 27SMART ASSISTANCE WITH AUGMENTED REALITY Source: re-flekt.com
  • 28. TIME TO EARN MONEY… SALES SUPPORT WITH AR 28SMART ASSISTANCE WITH AUGMENTED REALITY
  • 29. TIME TO EARN MONEY… SALES SUPPORT WITH VR 29SMART ASSISTANCE WITH AUGMENTED REALITY
  • 31. SCALABLE CONTENT PRODUCTION FOR AUGMENTED REALITY AS SUCCESS FACTOR
  • 32. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 32TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 33. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 33TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors
  • 34. • TIME TO EARN MONEY WITH AR & VR A BET ON THE FUTURE 34ECO-SYSTEMS
  • 35. TIME TO EARN MONEY… ...WITH ECO-SYSTEMS 35TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY
  • 36. MAYBE BUT THERE ARE... ...MANY AREAS TO EARN MONEY IN 36TIME TO EARN MONEY WITH AUGMENTED AND VIRTUAL REALITY The studio model includes companies that create AR & VR content. Some produce their own IP, while others work primarily as contractors. Pros: • many want to create AR/VR experiences Cons: • not very scalable • relatively low barrier to entry Studio The hardware model includes companies that produce physical consumer goods for AR/VR. They can make cameras, headsets, and input / output devices. Pros: • potential for defensible technology • large potential market Cons: • capital intensive • many competitors • manufacturing risk • research & development risk Hardware The middleware model includes companies that develop software and technology for the creation and distribution of AR/VR. Pros: • very scalable • potential for defensible, differentiated offering Cons: • research & development risk • difficult to predict the needs of content creators Middleware The aggregate model includes companies that distribute AR/VR content. They can take the form of apps, app stores, and web destinations. Pros: • large potential market • very scalable • control relationship with end-consumer Cons: • difficult to differentiate • dependent on content creators • threat of winner-take-all market Aggregate The modern era of AR/VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future. Integrated The integrated model includes companies that operate two or more of the business models shown above. Pros: • control more of the user experience and ecosystem • diversified business Cons: • extremely capital intensive • potentially unfocused • many competitors AR/VR IS STILL IN ITS INFANCY. MAJORITY OF COMPANIES ARE PRE- PRODUCT / PRE-REVENUE. FREQUENT PIVOTING AND REPOSITIONING.
  • 37.
  • 38. THANK YOU! 38 Wolfgang Stelzle (CEO) +49 89 122 045-10 ws@re-flekt.com www.re-flekt.com