SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.
2. SPACETIME XR – EXECUTIVE SUMMARY
SPACETIME
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2
The
world
as
we
know
it,
and
the
way
business
and
entertainment
is
carried
out,
is
changing
and
it
is
changing
quickly.
With
the
increased
rate
at
which
data
can
be
transmiHed,
the
reduced
cost
of
transmiJng
data
and
the
mass
commercialisaKon
of
hardware,
both
business
and
entrepreneurs
can
now
access
paying
customers
across
the
planet
through
the
creaKon
of
virtual
and
augmented
worlds
that
could
only
be
imagined
a
few
years
ago.
AcKve
parKcipaKon
or
engagement
in
a
live
show,
a
collaboraKve
meeKng
or
an
exhibiKon
is
no
longer
limited
by
the
physical
locaKon
of
the
end
user.
Through
the
use
of
virtual
and
augmented
reality,
a
teenager
in
Beijing
can
visit
a
once
in
a
life
Kme
exhibiKon
in
Shanghai
or
Paris.
A
sports
fan
in
Berlin
can
parKcipate
in
an
exclusive
esports
event
being
hosted
in
New
York.
SPACETIME
XR
is
a
unique
commercial
plaSorm
that
allows
content
developers
anywhere
to
create
exciKng
new
experiences
for
many
concurrent
users
anywhere
in
the
world
to
access
and
collaborate
on
both
AR
and
VR
devices
be
it
Android
devices,
iOS
devices,
PC/Mac,
HoloLens,
Meta,
HTC
Vive,
Oculus
RiW,
Oculus
Go
and
similar
headset
devices
like
the
Pico
Goblin,
etc.
3. WHAT IS VR + AR + MR ? = XR
SPACETIME
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COMMERCIAL
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3
Virtual
Reality
(VR)
-‐
A
fully
immersive
experience
in
which
digital
content
completely
replaces
your
view
of
the
physical
world.
Augmented
Reality
(AR)-‐
Any
technology
that
overlays
digital
content
on
your
view
of
the
physical
world.
Peter
Jackson's
Augmented
Reality
film
preview
is
a
good
example
of
what
can
be
done.
hHps://www.youtube.com/watch?v=eDxzlwEriAw
Mixed
Reality
(MR)
-‐
Any
Virtual
or
Augmented
Reality
experience
where
the
real
and
digital
worlds
interact.
XR
Includes
VR,
AR
and
MR
technologies
as
a
whole.
4. MASSIVE INVESTMENT IN XR TECH
SPACETIME
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4
The
cost
of
hardware
is
plummeKng
and
the
range
of
opKons
growing
on
a
monthly
basis
5. XR INDUSTRY SECTORS
SPACETIME
|
COMMERCIAL
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5
XR
can
be
applied
to
a
wide
array
of
industries
from
entertainment
to
mining,
agriculture,
healthcare
to
airports,
oil
&
gas
to
building
and
construcKon.
Large
corporaKons
such
as
Boeing
and
Exxonmobil
have
been
leading
the
way
with
innovaKve
applicaKons
of
AR/VR/MR
technology
in
their
industry
operaKons.
Other
key
growth
sectors
include
defence,
security,
and
educaKon.
This
presentaKon
focuses
on
XR
for
entertainment/educaKon
and
collaboraKon
in
a
variety
of
industries,
powered
by
the
innovaKve
new
plaSorm
-‐
SPACETIME
XR.
6. XR CONTENT DEVELOPMENT ECO SYSTEM
SPACETIME
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6
Globally,
digital
content
creators,
design
agencies,
film
and
TV
producKon
companies,
architects,
industrial
designers,
story
tellers,
engineers
and
developers
have
included
XR
as
part
of
their
products
and
service
offering.
Some
have
specialised
in
XR
whilst
others
see
this
as
the
next
wave
and
are
skilling
up.
In
a
similar
way
to
the
early
internet
days,
tools
and
technologies
are
rapidly
developing
to
enable
the
creaKon
of
rich
new
experiences.
Early
adopKon
is
in
games
and
entertainment
with
single
user
Ktles
and
many
social
VR
worlds
launching.
XR
Collabora6on
is
the
game
changer.
7. A
collaboraKve
virtual
environment
is
a
space
in
which
people
can
interact
with
each
other,
oWen
from
mulKple
locaKons.
The
aim
is
for
these
people
to
share
ideas
and
experiences
in
a
co-‐operaKve
seJng.
CollaboraKon
in
a
virtual
environment
can
be
enKrely
digital
(VR)
or
a
mixture
of
the
virtual
and
real
world
(AR).
The
main
advantage
is
to
allow
a
group
of
people
who
are
based
in
a
variety
of
locaKons
with
different
devices
to
share
informaKon
or
a
common
experience.
SPACETIME
XR
has
been
developed
with
collaboraKon
and
mulK
user/mulK
technology
access
at
it’s
core.
WHAT IS COLLABORATION IN XR ?
SPACETIME
|
COMMERCIAL
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7
8. Shared
VR
experiences
have
their
roots
in
social
VR
mulKplayer
systems
and
are
being
adapted
to
enable
immersive
group
learning.
SPACETIME
XR
uses
mechanisms
for
loading
virtual
worlds
and
synchronizing
the
playback
of
2D,
3D
and
mulK-‐media
content
for
all
users
-‐
so
the
users
share
the
same
experience
at
the
same
Kme
no
maHer
where
they
are
based.
The
problem
VR
developers
face
is
that
their
focus
is
on
the
creaKon
of
content.
Consequently
their
projects
oWen
only
allow
access
through
one
parKcular
type
of
device
and
not
a
range
of
VR
and
AR
devices.
This
limits
the
size
of
the
potenKal
audience
and
reduces
the
potenKal
revenue
opportunity.
WHAT IS COLLABORATION IN XR ?
SPACETIME
|
COMMERCIAL
IN
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8
9. SPACETIME
XR
supports
all
avatar
formats.
Photogrammetry
and
volumetric
video
can
be
used
to
scan
a
3D
version
of
a
person
but
in
the
pursuit
of
realisKc
VR
avatars
the
level
of
fidelity
has
to
be
very
high
to
be
successful.
In
most
cases,
VR
Avatars
are
designed
as
graphical
representaKons.
The
eyes
are
designed
not
to
move
and
the
face
is
designed
not
to
require
a
facial
expression.
Based
on
the
rest
of
your
body
language/
pitch
of
your
voice,
your
brain
has
a
easy
Kme
filling
in
this
informaKon.
SPACETIME
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9
WHAT IS COLLABORATION IN XR ?
10. (6DoF)
Six
Degrees
of
Freedom
(3DoF)
Three
Degrees
of
Freedom
SPACETIME
XR
supports
both
levels
of
DoF
in
VR
experiences
simultaneously.
SPACETIME
|
COMMERCIAL
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10
WHAT IS COLLABORATION IN XR ?
11. WHAT ARE THE CURRENT LIMITATIONS ?
SPACETIME
|
COMMERCIAL
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11
• Few
people
have
access
to
the
latest
high-‐end
hardware
that
most
content
developers
wish
to
focus
on
or
incorporate
into
their
product
offerings
(nor
does
everyone
want
to
wear
an
AR/VR
headset)
• ExisKng
social
VR
plaSorms
are
targeted
at
the
tech-‐savvy
early
adopters
(and
it
is
not
easy
to
quickly
invite
in
guests
and
clients/classrooms)
• ExisKng
enterprise
AR/VR
plaSorms
are
complicated
and
bespoke
(and
target
specific
hardware)
• ExisKng
mulK-‐user
plaSorms
are
designed
to
run
over
the
internet
but
not
able
to
run
many
users
locally,
and
VR
Arcades
don’t
work
remotely.
12. WHAT DOES SPACETIME XR SOLVE ?
SPACETIME
|
COMMERCIAL
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12
SPACETIME
XR
allows
large
groups
of
users
to
parKcipate
in
a
shared
collaboraKve
VR/
AR
experience
such
as
events,
meeKngs,
exhibiKons,
performances,
eSports
both
at
the
same
physical
locaKon
and
remotely
over
the
internet
using
a
variety
of
devices
with
outcomes
saved
to
the
web.
It
allows
developers
to
focus
on
the
creaKon
of
content
and
use
SPACETIME
XR
to
expand
the
reach
of
their
projects
to
end
users.
Key
SPACETIME
XR
features
include:
• Available
on
every
device
• Mix
VR,
AR,
mobile,
desktop,
and
voice
simultaneously
• Payment
gate
for
revenue
generaKon
(future
releases)
• Easy
email
invitaKon
and
inclusion
of
parKcipants
• Content
synchronizaKon
to
all
local
and
remote
parKcipants
• Avatar
system
with
voice
chat
• Content
library
access
or
upload
your
own
branded
worlds
• Includes
collaboraKon
tools
and
a
web
portal
• Spectator
cameras
for
live
streaming
• Third
Party
app
integraKon
13. SPACETIME
|
COMMERCIAL
IN
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13
• ParKcipants
can
talk
to
each
other
even
when
levels
are
loading
• Common
user
experience
and
user
interacKons
across
all
devices
regardless
of
locaKon
• AR
and
VR
physical
user
space
synchronizaKon:
a
facilitator
can
set
users
point
in
physical
space
(presets
or
calibrate)
• AR
and
VR
in
same
experience:
3D
layers
can
be
tagged
and
hidden
when
switching
to
AR
• A
payment
gateway
will
allow
retail
end
users
to
be
charged
for
access
to
an
exhibiKon,
live
show
or
eSport
event.
With
the
acceptance
of
online
gambling
in
the
US,
this
has
significant
upside
potenKal
UNIQUE FEATURES OF SPACETIME XR
14. SPACETIME XR PRODUCT ROADMAP
SPACETIME
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COMMERCIAL
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14
Stage
One
• Establish
B2B
business
model
• TargeKng
large
corporaKons,
defence
contracts
bespoke
bi-‐lateral
licensing
agreements
with
limited
end
user
rights
• Max
30
acKve
users
per
licence
Stage
Two
• Target
educaKon
and
smaller
scale
enterprise
• Increase
funcKonality
for
hundreds
of
acKve
users
per
license
• SDK
for
Third
Party
content
and
applicaKons
• Expand
into
B2C
with
incorporaKon
of
payment
gateway.
The
payment
gateway
will
be
an
off
the
shelf
plug-‐in
with
special
arrangements
currently
under
discussion
for
China
and
other
regions
• RegistraKon
of
patents
Stage
Three
• Develop
entertainment
and
gaming
relaKonships
• Market
Place
available
for
Third
Party
app
developers
• Target
1
million
users
infrastructure
funcKonality
and
reliability
15. SPACETIME XR STAGE ONE
SPACETIME
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15
SPACETIME XR PLATFORM
AR Headsets Mobile Devices VR Headsets
Synchronized VR, AR
& mobile devices to
user content
Library Worlds
Stage # 1 Static Content Video Content 3D Content Audio Content
Core Interaction System
• Avatars
• Voice Chat ( mutable )
• Locomotion ( terrain following, collider
blocking, teleportation )
• Hand interaction ( finger gestures, grab,
use )
• Web powered tablet
Core meeting management
• Change World
• Load Asset
Core mixed AR/VR management
• AR/VR layers ( hide VR layers in AR
mode )
• World space anchors
Content of ~20 worlds
16. TECHNOLOGIES SUPPORTED STAGE 1
SPACETIME
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16
SPACETIME
XR
MVP
currently
uses
7
diverse
technologies:
• Desktop
VR:
OpenVR
(Vive,
RiW,
WMR)
• Mobile
VR:
GearVR,
Oculus
Go
(opKonal
hand
controller)
• Mobile
AR:
MicrosoW
HoloLens
• Mobile:
iOS
(ARKit
+
GoogleVR
+
Mira
Prism),
Android
(GoogleVR)
• Desktop:
WIndows,
OSX
The
Cloud
Services
are
hosted
on
AWS:
• AuthenKcaKon
• MeeKng
servers
running
on
Ubuntu
• World
Loading
and
synchronizaKon
SDK:
• Unity3d
World
and
Asset
SDK
17. SPACETIME XR STAGE ONE (AWS)
SPACETIME
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17
End-user
SPACE TIME
client app
SPACE TIME
Session Manager
Headless Service
NodeJS / REST
OASIS
World Host(s)OASIS
World Host(s)OASIS
World Host(s)
World Host
On-Demand
Spawner
SPACE TIME
World Host(s)
(Multi-player)
m4.large ~16 players
(higher machine for larger users)
* Online only during live meeting
SPACE TIME
World Host v1
AMI
custom AMI
World Instance
State Persistence
RDS
World
Bundles
S3
CDN
CloudFront
OpsWorks - Autoscale
Worlds DB
World
Object
Bundles
t
S3
Worlds bundle
Builder
ec2
AUTH
BILLING
Send Mail
SendGrid
Stripe
(in house)
Analytics
MixPanel
ec2
eOpsWorks Autoscal
ec2
OASIS
World Host(s)OASIS
World Host(s)OASIS
World Host(s)
Worlds Bundle
Builder Platform
Instance
RDS
White-label
Organization
Domains
route53
SPACE TIME
t app
User Profiles
System Data
DBDB
RDS
SPACETIME AWS ARCHITECTURE
“Towards First 1000 Users”
Ec2 - min 6 instances parallel
* Online during compiles ~ 20mins
SPACETIMEXR.
COM
Web Portal
NodeJS
ec2
OpsWorks - Autoscaleleoscaleoscal
Web Browser
Key:
XXXXX - Running in AWS today
XXXXX - Running as static server WIP
XXXXX - Running local machine manually
18. Stage # 2 Dynamic Content Annotation Play Back Spatial Acoustics
SPACETIME XR STAGE TWO
SPACETIME
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COMMERCIAL
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18
SPACETIME XR PLATFORM
AR Headsets Mobile Devices VR Headsets
Synchronized VR, AR
& mobile devices to
user content
Library Worlds
Stage # 1 Static Content Video Content 3D Content Audio Content
Core Interaction System
• Customisable avatars
• Sit and Stand modes
• Improved interaction
system (pickup & use
objects)
• laser pointer input
• keyboard input
Toolbox
• Annotation: Text / Drawing
• Selfie Photos/Video
• Shared Web Browser views
• Live messaging and notifications
• More Platforms
• Pico, Mira Prism
• Recoding and Playback
SDK 1.1
• Interactions, Scripting support
Web Portal
• User registration and account
management
• World management
Cloud
• Auto provisioning
• Centralised account verification
• Utilisation logging/billing
• Additive scene loading
19. Stage # 2 Dynamic Content Annotation Play Back Spatial Acoustics
SPACETIME XR STAGE THREE
SPACETIME
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19
SPACETIME XR PLATFORM
Stage # 1 Static Content Video Content 3D Content Audio Content
AR Headsets Mobile Devices VR Headsets
Stage # 3 Dispute Resolution Payments Market Place Global Cloud Architecture
Third Party Apps
Library Worlds
Payment Gateway
Apps
• Core
• Animated avatars
• Voice chat (echo
cancellation)
• invitations & live calls
Toolbox
• Video Streaming
• Webpad 2.0
• Store viewer
Marketplace
• Buy/Sell apps & assets
• Blockchain
• Payments and Billing
Integrations
• Hooks for external systems & processes
• Live telemetry I/O
• REST API for automation
Cloud
• MMO Persistent worlds & global scalability
• Streaming spectator feeds
• CDN content distribution
• Geo-location-based AR/VR
20. SPACETIME XR - SEED FUNDING
SPACETIME
|
COMMERCIAL
IN
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20
Seed
Funding
sought
September/October
2018
• Funds
sought
$A500,000
• Company
ValuaKon
$A5
million
• The
offer
is
only
open
to
sophisKcated
and
wholesale
investors
Use
of
Proceeds
• Employ
5
full
Kme
developers
to
expand
on
current
MVP
and
develop
SPACETIME
XR
(Stage
One)
for
full
commercialisaKon
of
SPACETIME
XR
• Establish
Brand,
Sales
and
MarkeKng
strategy/corporate
funcKons
• Prepare
legal
framework
to
develop
and
commercialise
the
technology
including
licensing
agreements
for
product
development
with
major
Australian
companies
• Begin
patent
protecKon
process
for
key
intellectual
property
• Hardware/soWware
infrastructure
and
cloud
hosKng
fees
• Apply
for
State
and
Federal
development
grants
• Begin
planning
for
SPACETIME
XR
(Stage
Two)
Target
Milestone
• Achieve
commercial
deployment
with
top
Ker
Australian
construcKon
firms
to
support
internal
development
of
BIM
processes
• Discussions
currently
underway
to
jointly
develop
and
market
with
content
providers
for
military
training
soluKons.
21. VRCHAT
SPACETIME
|
COMMERCIAL
IN
CONFIDENCE
21
SPACETIME XR COMPETITIVE LANDSCAPE
GAMES
SOCIAL
SPORTS
EDUCATION
ENTERPRISE
TRAINING
B2B
ARCHITECTURE &
CONSTRUCTION
Facebook
Spaces
vTime
Sansar
insiteVR
ALT
SPACE
LiveLike
Google
ExpediKons
IrisVR
Rec
Room
immerse
rummi
Engage
SPACETIME XR:
Targeting the center of
the market initially with
a focused set of
features – but with
universal access from
any devices.
Fuzor
Pulse
IQ
Impoovr
BigScreen
nuspace
MEDICAL
There
are
approx.
24
mulK-‐user
AR
or
VR
plaSorms
in
the
market.
SPACETIME
XR
currently
has
a
unique
set
of
features
that
sets
it
apart
for
the
professional
market,
but
compeKtors
can
move
into
this
space.
SPACETIME XR
22. SPACETIME
|
COMMERCIAL
IN
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22
SPACETIME XR COMPETITIVE LANDSCAPE
SPACETIME XR:
Almost uniquely
targeting AR + VR
simultaneously.
The
majority
of
the
exisKng
plaSorms
in
the
market
focus
on
VR.
SPACETIME
XR
is
across
both
VR
&
AR
SPACETIME XR
AR ONLY
Facebook
Spaces
vTime
Sansar
insiteVR
ALT
SPACE
VRCHAT
LiveLike
Google
ExpediKons
Rec
Room
immerse
Engage
Pulse
IQ
BigScreen
nuspace
VR ONLY VR + AR
Fuzor
IrisVR
23. SPACETIME
|
COMMERCIAL
IN
CONFIDENCE
23
● Peter
is
a
giWed
CTO
and
soWware
developer
and
has
been
passionate
about
AR/VR
and
mulK-‐user
experiences
since
the
mid
90’s.
● Ex-‐MicrosoW
(Redmond
campus)
where
he
built
AR/VR
HMD
prototypes
in
2009.
● CTO
of
Auggd
where
he
created
their
AR
PlaSorm
in
2014.
● 8
years
of
professional
AR/VR
development
with
over
100
AR/
VR
applicaKons
built
and
delivered.
● Finalist
in
the
2017
MicrosoW/Unity
HoloLens
compeKKon
● Owner
of
the
developer
blog
“Tales
From
The
RiW”
hHp://talesfromtheriW.com
(running
5
years)
● A
history
of
innovaKon
in
immersive
compuKng
-‐
designed
and
built
an
AR
headset
in
2013
● Advisor
to
Extreme
Digital
Ventures
(extremedigital.vc)
SPACETIME XR CREDENTIALS
PETER
KOCH
-‐
FOUNDER
&
CEO
24. SPACETIME XR CREDENTIALS
SPACETIME
|
COMMERCIAL
IN
CONFIDENCE
24
Ric
Holland
hHps://www.linkedin.com/in/richolland/
Pioneering
CreaKve
Director
at
Extreme
Digital
1985
to
1999.
APAC
GM
at
MetaCreaKons
CorporaKon,
CreaKve
Director
at
IBM
InnovaKon
Labs,
Senior
Lecturer
at
University
of
Technology
Sydney
(UTS),
UNSW,
&
AFTRS.
Researcher
-‐
Human
Computer
InteracKon,
Global
Manager
of
CommunicaKons
and
Evangelism
for
Wacom
Technology,
Authored
the
book
'Art
of
Making
Marks’
a
25
year
history
of
Wacom
and
the
development
of
(NUI)
Natural
User
Interface
technology.
artofwa.com
CMO
and
Start
Up
Community
GM
for
Offis
MulK-‐Cloud
InnovaKon,
founding
sponsor
of
AR/VR
Meet-‐up
Sydney.
General
Partner
at
Extreme
Digital
Ventures.
Mark
Kogos
hHps://www.linkedin.com/in/mark-‐kogos-‐34605a4/
Career
in
the
finance
and
mergers
and
acquisiKons
industry,
having
implemented
transacKons
for
self
managed
enterprises
at
the
start-‐up
phase
through
to
major
Australian
and
internaKonal
corporate
groups.
Mark
was
formerly
with
NaKonal
Australia
Bank
and
PwC’s
M&A/ITS
Team.
He
has
a
history
of
early
stage
invesKng
in
tech
focused
start-‐ups
in
both
Australia
and
New
Zealand,
including
CommsoW
which
listed
on
ASX
and
Plexure
Ltd
which
listed
on
the
NZX.
As
the
co-‐founder
of
BHD
Capital,
Mark
is
working
to
list
a
major
private
clean
tech
business
in
the
oil
and
gas
sector
on
the
LSE
in
2019.
General
Partner
at
Extreme
Digital
Ventures.
25. THANK YOU
SPACETIME
|
COMMERCIAL
IN
CONFIDENCE
Email:
Peter
Koch
peter@spaceKmexr.com
Mark
Kogos
mark@extreme.com.au
Ric
Holland
ric@extreme.com.au
Web:
hHp://spaceKmexr.com