2. Parvez Kokan - VR/AR/MR Entrepreneur
1. What is VR/AR/MR
2. VR Value Chain
Hardware -> Platform ->
Content
3. Cinematic VR - Cameras
consumer (360 videos) Vs
commercial (Jaunt VR)
4. Current Market size
5. Five Year Forecast
1. Location based
2. Sports Live Events
3. Social
4. Games
5. Entertainment
6. Enterprise
7. Healthcare
8. Education
Innovation
opportunities
Use CasesMarket
Technology
Innovation
BizModel
Innovation
Go-to-Market
Channel
Strategy
Pricing Strategy
UX
CX
SaaS
B2B2C
Whole/
Retail
Freemium
Older demographic loves AR over VR
Additional VR Innovation opportunities will materialize with deeper market penetration of VR
3. Parvez Kokan - VR/AR/MR Entrepreneur
VR - Immersion, Presence (Transported to a new environment)
AR - Overlay over surrounding (Pokemon Go mobile phone app, Can do this
in VR as well)
MR - Holo Lens (self contained Windows 10 computer - Overlay of menus &
content on the real world - Voice controlled & Hand Gestures, Surgery MRI
objects, react with real world objects)
What is VR / MR / AR
4. Parvez Kokan - VR/AR/MR Entrepreneur
Silicon &
Reference Design
Device
Controllers
Hardware - > Platform - > Content
Intel (Alloy), NVIDIA, Qualcomm (Snapdragon)
HTC, Samsung, Asus, HP, Dell, Apple, Lenovo
Oculus Touch, HTC Vive, XBox gaming
controller, DayDream view controller, Sony
Playstation VR Aim Controller
Reference Design silicon integration: Reduce price-point for VR devices
(standalone VR headset - no cables, no phone, certainly no big PC"
Google in 4Q 2017)
Better User experience - Inside/Out VR Tracking (Intel Alloy)
Mobile VR -
DayDream view $129
GearVR $149
DesktopVR
Windows 10 VR $299
* Any Win 10 capable PC
Oculus Rift $499
HTC Vive $699
* desktop with dual graphics card $2000
Standalone VR - Everything
built-in
Cameras
- Enterprise
Jaunt VR 360Rig ($4500/day)
Nokia OZO ($40,000)
GoPro Odyssey Rig ($15,000)
- Consumer
Samsung Gear 360 ($229)
(+microSD card)
Ricoh - Theta ($299)
5. Parvez Kokan - VR/AR/MR Entrepreneur
Development &
Distribution
platforms (VR App
Stores)
Hardware - > Platform (VR App Stores) - > Content
Facebook - Oculus: Oculus Rift, SamsungVR
HTC Viveport (Non-gaming apps)
Steam VR (Gaming apps)
DayDream Android App on Google PlayStore
* Microsoft - Windows Holographic (win 10)
Gaming Engines
3D Modeling Software
Unity, Unreal, Improbable
Maya, ZBrush, Sketchup
YouTube360
Facebook360
Samsung-MilkVR
360 videos
360 videos
now Samsung 360
Facebook - Focused on
Consumer - Gaming & Social
Microsoft - Focused on B2B
Google - Focused on both
Consumer & B2B
6. Parvez Kokan - VR/AR/MR Entrepreneur
Location Based
Sports-Live Events
Social
Games
Entertainment
Enterprise
Healthcare
Education
Hardware - > Platform - > Content (Verticals)
Discovering places to visit
NextVR, FoxVR
Facebook, Linden Lab-Second Life, BigScreen
Owlchemy Labs, Ubisoft
Felix & Paul
Google, Oculus, InContext, Retinad VR
Vivid Vision, SurgeVRY
Google, WoofBert, Unimersiv
Opportunity: Content is King - No mainstream Killer App yet for VR/AR
Marketplace: - VR Content Discovery still possible in uncluttered VR App Store(s)
Plenty of whitespace available for B2B2C VR apps innovation
Niche social standalone or using (future) Facebook social VR app platform
Growing
Angel, Seed
activity in
content
focused deals
10. Parvez Kokan - VR/AR/MR Entrepreneur
Innovation Opportunities
Technology
Innovation
BizModel
Innovation
Go-to-Market
Channel
Strategy
Pricing Strategy
UX
SaaS
B2B2C
Whole/
Retail
Freemium
roomscale VR -
inside out tracking
pre-rendering on
(mobile VR
Viral consumer
Paid Ad Supported
Segment: Large/Med/
Small
Designers Vs
Architects Vs Consumers
memory /
battery/Field of View /
Frame Rate
OneTime Charge:
service revenue
Affiliate fees on
closed transactions
B2C
Dizziness
older demographic loves AR over VR - Innovation opportunities with deeper market penetration of VR
RoomScale-Inside/Out Tracking
Pre-render for MobileVR, otoy
SAAS
11. Parvez Kokan - VR/AR/MR Entrepreneur
VC benchmarks for VR / Recent Deals / Valuation
BigScreenVR
Viro Media
SkyLights
Uru
STRIVR
Drifter Entertainment
Visbit
OssoVR
Social 2D video sharing
Enable Mobile Developers to Add VR to
their codebase
VR platform for in-flight entertainment
Content aware ads for Video, VR and AR
VR for Training (Sports & Fortune 100)
VR Games
Optimized VR Streaming
VR Surgical simulation platform
$2.5M - Seed
$3.0M - Seed
$1.3M - Seed
$0.8M - Angel
$5M - Series A
$2.5M Seed
$3.2M Seed
Seed
Pre-product
Launch Pre-money
valuation
$3M to $6M
Typical 10% to
30% dilution with
seed round
B2B VR
$1.5M to $2M ARR
to raise a Series A
source: TechCrunch
12. Parvez Kokan - VR/AR/MR Entrepreneur
Typical Founder / Investor dilution across rounds
Founders
Seed Investors
Series A investors
Series B Investors
Option Pool
Total
100%
100%
Group Pre-seed Post-seed
85%
15%
100%
30%
10%
50%
10%
100%
20%
5%
31.33%
31.33%
12.33%
100%
Post-Series A Post-Series B
VR founders give up some more equity:
Additional early stage dilution due to nascent nature of VR market space