5. 5
What is virtual
reality?
Virtual Reality (VR) is a powerful tool for business, culture
and education. It is a computer-generated simulation and
experience which, by using special electronic equipment,
enables you to immerse your physical presence into a real
or simulated environment with which you can interact.
6. Archaeological
virtual reality
Lithodomos is the archaeological
content creation and distribution
platform for the modern world.
We are archaeologists and artists, and we use
technology to breathe life back into the ancient world.
Importantly, our research allows us to re-create the
ancient world using best practices, and our technology
enables us to reconstruct ancient places or create
immersive real-world spaces. Lithodomos will enhance
the experience of any place, immerse visitors in a detailed
exploration of artefacts and distribute this content to
users all over the world.
6
7. 7
About
Lithodomos
While undertaking
archaeological field work, Simon
and Hamdi observed tourists
interacting with technology / smart-
phones on site. They understand
that technology permits them to re-
create ancient spaces and allows
visitors to experience ancient
artefacts and bygone worlds.
Simon and Hamdi believe that all
people, from all corners of the
world, should be able to explore
everything that the world had, and
has, to offer.
Simon Young
CEO
Simon is a classical
archaeologist who applies his
specialist knowledge to
developing VR environments.
Dr M. Hamdi Kan
Co-Founder
Hamdi has used technology
within his archaeological field
work since 2002, including 3D
modelling and animation.
8. 8
Lithodomos
ground crew
The Lithodomos team has all the necessary skills and
experience in archaeology, technology and artistic
design to accurately create, deliver and distribute your
content. We create your content with maximum
autonomy, and a minimum amount of your time.
Simon Young
CEO
Hamdi Kan
Global Sales
Tony Simmons
Operations & Financials
Paul Giorgilli
Technology & Marketing
10. 10
Accurate recreation,
and virtual
transformation
At the heart of what we do is the accurate
transformation of sites and artefacts from the
ancient world into immersive virtual reality experiences
in the modern world. We map, photograph, plot and
scan our sites onto archaeological plans, or scan artefacts
into a self-contained virtual and immersive world.
13. 13
‘‘
VIRTUAL REALITY
ENHANCES REAL LIFE,
GIVING US ACCESS TO
SO MUCH THAT IS OUT
OF REACH PHYSICALLY
AND ECONOMICALLY.
YOU HAVE TO SEE THE
VIRTUAL WORLD FOR
YOURSELF.
‘‘
14. Your VR
content
At Lithodomos, we use state-of-the-
art hardware and software to
capture and process our clients’
unique content. Once captured, we
render the content into the 3D,
animated and virtual worlds, before
displaying and distributing it both
locally and globally.
You are able to determine what
content is captured and how, where
the content is displayed and when,
and at what price the content is
delivered to those you choose as
your audience.
Lithodomos has an archaeological, artistic and
design team to re-create ancient environments
and build virtual spaces in virtual reality.
Create
Once the content is created, it is hardware agnostic
so we can deliver your content on any device, in any
manner and at any location of your choosing.
Display
2.
Your content can be accessed by anyone, anywhere
via many distribution media. Your content can be
“premium” (e.g. paid) or open (e.g. free).
Distribute
3.
1.
14
15. Content for
everyone
We understand that users fit different
profiles. Accordingly, we create content
that is simple to use, immersive and able
to target every user of every age group,
gender and level of technological skills.
Elderly - They want simple, plug ’n play.
Some users are immobile, yet we bring
immersive content to them.
Middle aged - They are regular travellers
and decision makers who control disposal
income and choose to see all the sights.
Children - Use content to inspire our
youth and connect with the next
generation of travellers.
15
Children
Middle
Aged
Elderly
16. 16
Your content
Your format
Your audience
LStandard Video. We
can output your
content in standard
format for web use.
3D Images. We can
create another
dimension for
detailed viewing.
VR content. We
capture and then
create immersive
experiences.
18. Tourism of
the future
As a tour operator you want to
provide your customers with the
experience of a lifetime, and create
new sources of revenue.
A virtual environment adds a new
layer of authority to a tour and
showcases the essence of the
subject matter.
Tour operators
1.
Make your museum or gallery
accessible to every person on earth.
Share your works globally and
inspire a new generation of visitors.
Enable people to view artefacts and
items at a closer range than usual,
create a level of immersion and
intimacy and tell complete stories.
Museum / galleries
2.
The tourism industry is vital for every
government. Government has a role
to promote its country and to curate
its cultural heritage.
We use virtual reality to allow you to
engage with those visitors who have
journeyed to your shores, and entice
new visitors from far flung places.
Government
3.
What if you could travel to the best archaeological
and heritage sites, visit ancient cities and stroll
through the world’s best museums all in one day?
Virtual reality brings visitors to your doorstep without
them stepping out of their front door.
18
20. New sources
of revenue
Private and public universities,
schools and libraries all over the
world will educate their students
and citizens with VR-based content.
Education
Virtual reality tours immerse you in
your surroundings, enhance your
experience and enable a new
medium to deliver untold stories.
Guided tours
Globally, people are consuming
premium content at ever increasing
rates. Online distribution channels
now reach massive audiences.
Premium content
Museums, galleries and ancient
sites are attracting more visitors of
new demographics with engaging,
VR and content-driven, exhibitions.
Exhibitions
20
21. Steps to create
VR content
Lithodomos has created a seamless
process to move through customer
engagement, scoping, then onto
content creation, distribution and
ongoing support. We have a mobile
team that can commence work
quickly and deliver content to all
corners of the globe fast.
We start with an on-site scoping
exercise to work through the
delivery options and opportunities
and to scope the sites and artefacts
for creation.
Understand content scope and
delivery / technology preferences.
Workshop
Agree complete scope and timing.
Scope document
Engage in a research-based creative process.
Create content
On-site installation. Hardware is deployed,
tested and turned on ready for use.
Delivery
Content is stored securely for licensing
and online channel distribution.
Distribution
21
22. 22
Lithodomos
pricing
Pricing is determined by a range of factors including,
for example; location, number of artefacts / items, size
of virtual space, hardware required to be deployed.
We offer a variety of licensing models which provide a
significant level of pricing flexibility.
23. VR facts and
figures
23
$30billion
Estimated global VR
entertainment
revenue by 2020
200million
Estimated total
users of VR
headsets by 2020
Headsets.
44
% of people very
interested in VR
$7
billion
Estimated VR
hardware revenue
over next 3 years
$6billion
Estimated VR
software revenues
over next 3 years
Software.
43
Million active VR
users
26
% used VR head
set somewhere
Sources; Piper Jaffray (Next Mega Tech Theme is VR), Digi- Capital (Augmented / Virtual Reality Report) and KZero (Consumer VR Report)
24. 24
Projected VR
market
According to Goldman Sachs, the VR industry is
predicted to reach a value of $80 billion a year ($35
billion software and $45 billion hardware) by the year
2025. Video gaming, closely followed by video
entertainment and live events, are seen as the drivers.
Consumer VR Market 2025 ($Bn)
$0.7
$3.2
$4.1 $11.6
Videogames
Live Events
Entertainment
Educa&on
Worldwide VR Market ($Bn)
2016E
2017E
2018E
2019E
2020E
0 7.5 15 22.5 30
Hardware
So#ware
25. 25
VR is the real
deal
Deals and Dollars into VR / AR Companies (Fiscal quarter - Q1 12 - Q2 15)
1
10
100
Q1 12 Q2 12 Q3 12 Q4 12 Q1 13 Q2 13 Q3 13 Q4 13 Q1 14 Q2 14 Q3 14 Q4 14 Q1 15 Q2 15
$131$117
$626
$56
$17
$76
$179
$28
$38
$55
$9
$16$16
$26 16
25
1314
8
1515
1111
7
5
77
55
7 7
5
7
11 11
15 15
8
14 13
25
16
Investors are showing a continued interest in the
future strength and growth of the VR industry. This
has been highlighted not just by deals completed and
deal value, but by the companies participating,
including: Google, Facebook, Intel and Qualcomm.