2. Problems
St.Petersburg I 2015
Joysticks and similar devices steal
fully immersive experiences we
can have with VR
Requirements for experience area and
limitation in movements narrows a big range
of possible applications and use cases
Lack of support for existing
Desktop and mobile games
Complex experiences are
not available to the masses
3. Leg manipulation system
• realization of all possible variants of
moving in the virtuality in any direction
from an optionally selected leg:
walking, running, jumping, squatting;
• full moving in the virtuality while just
sitting on a chair without actual
movement of legs;
• selecting any position for using: sitting,
lying, or any other possible one;
• feeling actual movement in the space
and its control.
St.Petersburg I 2015
System of interconnected sensors for navigating inside a virtual space and
sensors for experiencing physical sensations like in the real world
Hand manipulation system
• full control of the virtual body hands
just sitting on a chair without the need
to actual do waving via hands;
• selecting any position for using: sitting,
lying, or any other possible one;
• feeling both control of the virtual
hands and full interaction freedom;
• feeling objects of interaction;
• actual immersion in the game.
Solution
4. Vladimir Konovalov, CEO
Responsibilities in the project: development of the device and its principle of operation, forming
USP for both game developers and end users, development of economical and strategic models of
project promotion, general management of the project and all its divisions including forming the
team of top-management.
Stanislav Kapulkin, Head of Computer Science Department
Responsibilities in the project: development of the software package providing device functioning,
development (physics of objects’ interaction, VR helmet support, logics of processing raw signals
from sensors), management of developers groups, applied developments in AI (artificial intellect)
area.
Andrey Bilichenko, Head of VR-Physiology Department
Responsibilities in the project: design of demo-scene, management of designers,
neurophysiological model of device operation in VR, programming and pagination of the company
site, strategic art-concept development for future products.
Yury Konoplev, Head of BCI-development
Responsibilities in the project: HR of developers and current staff of top-management, participation
in research competitions, thematic exhibitions and other activities, strategic development of BCI
direction (brain-computer interface).
St.Petersburg I 2015
Team
5. Games of the following categories are target segments of aeMind IDEntity:
•Action (11.1 mln people PS4 and 5.3 mln people Xbox One);
•Racing (0.9 mln people PS4 and Xbox One);
•Shooter (5.7 mln people PS4 and 5.5 mln people Xbox One);
•Sports (4.2 mln people PS4 and 12 mln people Xbox One)
I.e., at mean cost of one IVoRy full set equal to $300, the capacity by these segments will
amount to greater than $10 billion.
* As predicted in site digi-capital.com, the market of VR devices will reach $30 billion by 2020
St.Petersburg I 2015
Market size
$11,430 billion
Market capacity
PS4 – 24.6 mln pers Xbox One – 13.5 mln pers PC – 771 mln pers
6. St.Petersburg I 2015
Characteristic
Motion
capture
cameras
VR platforms
Gloves
and suits
IVoRy
absence of necessity of
permanent being under
camera coverage
x v v v
recognition of small
movements x x v v
absence of necessity of
moving in reality x x x v
Compatibility with
smartphones (kardbord) x x x v
support of popular advanced
games x v x v
additional space is not
required x x v v
manipulation of virtual body
hands v x v v
movement control v v x v
budget price (lesser than
game console cost) v x x v
overlapping extremities are
recognized x v v v
Advantages
7. St.Petersburg I 2015
Stage Duration Activity
1 3 months
Submission of patent application (method for achieving the effect of self-
identification with a virtual body)
Developing design of the commercial device sample and manufacture of one device
copy
2 2 months
Negotiations with game developers on exclusive support of IVoRy device
Negotiations with a distributer on exclusive sale of IVoRy device
3 2 months - 1.5 year
Realization of device support in games, launch of advertizing campaign and advance
orders
4 2 - 3 months Sale of 10,000 devices
Result 9 months - 2 years Operating profit $512 thousand
Strategy
8. St.Petersburg I 2015
Production and development
• IVoRy principle of operation;
• IVoRy assembly technology;
• Software for IVoRy operation (associated software that will connect the device with a computer/games console
and a game that will permit to calibrate the device for the user);
• Games support by the device (partnership with developers of games supporting the device is required).
Therefore, aeMind operation consists in developing the code and engineering development of prototypes for new device versions.
Partnership
• with a manufacturer having initial possibilities of 10 to 20 thousand of devices per year (manufacture of plastic
details, electronics, assembly, fabric elements) is required for large-scale device production;
• with retailers of game consoles, computers, virtual reality helmets and computer games is required for device
sale;
• with game developers is required for advertizing the device.
Cash
Within the licensing contract, commission of 25% from the sale value will be collected from each sold device that will
be the company income.
As a result, the operation profit of $512.5 thousand will be received for the first year of sale at IVoRy prime cost $62.5,
final cost $250 and aeMind IDEntity commission 25% from the final cost at sale of 10,000 devices.
Business model
9. St.Petersburg I 2015
Priority cooperation conditions:
– purchase of a company share;
– payment of commission from sales.
Stages
Stage
aeMind IDE expense items for first year
(market launch of full equipment of IVoRy)
Name Brief description Quantity
Cost,
USD
Sum,
USD
Cost of
stages, USD
171.35
thousand
Total - - -
171.35
thousand
1
Commercial prototype
demonstration to game
developers/investors
1 1 875 1,875
7,500
Industrial design of the final device 1 1 250 1,250
Patenting in RF - 1 625 625
Patenting in USA+EU+Japan (desirable) - 1 3 750 3,750
2 Advertisement video to demonstrate future partners 1 2 500 2,500 2,500
3
Business trips to Europe (return flights, living
expenses for three days)
negotiations with game
developers/investors
30 487,5 14,625
36,000
Business trips to USA (return flights, living expenses
for three days)
negotiations with game
developers/investors
30 712,5 21,375
4 Realization of support in games
salary of employees (for year at full-
time work)
-
117.85
thousand
117.85
thousand
5 Advertising campaign + kickstarter 12 625 7 500 7 500
10. St.Petersburg I 2015
Item One year, USD, thousand
Investments 171.35
Salary (for year at full-time work) 117.85
Salary Gross 90.52
Salary Nett 78.75
Social Insurance Fund 2.9% 2.63
Federal Compulsory Medical Insurance Fund 5.1% 4.62
Pension fund 22% 19.91
Social Insurance Fund 0.2% 0.18
Income (sale of 10,000 copies) 625
Operational profit 512.5
Net profit 341.15
Profit
11. Thanks for your time
For all questions, please contact
Konovalov Vladimir, CEO
Email v.konovalov@mindidentity.com
Web mindidentity.com
Тел. +7 999 215 02 76