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iFetch
                                      …for Xbox Live Kinect




Opportunity                  What kind of car is that?
                              Who makes that car?
Watching streaming media….      Where can I see one?
                                  Where can I buy one?
What is it
    Xbox Live Kinect App allowing viewers to use a hand
    motion or voice command to search from within
    streaming media.

    iFetch searches from images seen in movies, games, or
    pictures through an Xbox.
iFetch combines five existing technologies:
1. Interactive Entertainment Console (Game Console)   - Xbox
2. Interactive Entertainment Online Service           - Xbox Live
3. Motion and Voice Control Device                    - Kinect
4. Image Search Tools                                 - Google Goggles
5. Product Recommendation Services                    - Google / Bing
Vision

iFetch aspires to become the leading
interactive search application for
objects within online media distributed
through an interactive entertainment
device or game console (xbox live).
How it Works?
iFetch works through a 6 steps
process:

   1.   Observation
   2.   Recognition
   3.   Selection
   4.   Processing
   5.   Results
   6.   Recommendation.
How it works? - Theory
8 Step Process

Follows the Basic
Marketing Funnel
with Associated Media


iFetch Value Add:

- Interactivity
- Dynamic Delivery
Industry Demographics
 72 % of USA households

      • 18% under 18 years old
      • 53% between 18 to 49 years old
      • 29% over 50 years old

 Average gamer:

      • 37 year old
      • 12 years of playing
Consumer Trends
 Growth
     • $ 10.5 Billion in 10 Years
     • 290 % increase




                                     Content
                                         • $ 15.9 Billion of total spending
                                         • 79 % of consumers spending
Trends
• New “New Media Ecosystem” – Gartner Research 2/2011
• Development of Game Console as a media device – a replacement
  for the traditional TV set
• Increase Online Movies Viewed Through a Game Console
• Advancement in Human Interface – voice control and motion
  control
• Enhanced Search Capabilities Images
Online Video Users Comparison


• Projected Xbox Live usage
  to increase is expected with
  the release of Media
  Service next month.
Xbox Live Media Partners
          Media
          Service Launch Date
Xbox Live - Market

•   45 million consoles sold in 35 countries.
•   157 % increase in the time spent watching movies and
                                                              •   Xbox 360
    television on Xbox.
•   42 % of Xbox LIVE Gold members in the US are watching
                                                              •   Xbox Live
    an average of an hour of television and movies on their   •   Xbox Kinect
    Xbox
•   30 hours of digitally distributed television and movies a
    month.
•   25 million members of Xbox LIVE around the world are
    each spending more than 30 hours per month on the
    service – that means cumulatively Xbox LIVE members
    are now logging more than 1 billion hours a month on the
    service.
•   Access to Xbox LIVE is expanding from 26 countries to 35
    this November.
Xbox Live – Demographics
Gender
• 61 % male
• 39 % female

Age
• 70 % - Age 18-34
• 20 % - Age 35-44

Income
• 88 % household income $30,000 +
• 37 % household income $100,000 +
Source: Simmons National Consumer Study, Spring 2009
iFetch - Revenue Potentials
• Traditional Online Advertising
  – Ad Searches (MS Advertising Services)

• Marketing Funnel
  – New Advertising challenge to enhance product
    positioning
Competitive Analysis Report
Competitive Analysis
                             Motion
Game Console     Units
                             Control
                                       Voice   Movies / TV   Internet


MS Xbox        45 million      X        X          X            X

Sony Play
               77 million      X        No         X            X
Station

Nintendo       140 million     X        No         X            X




• Xbox is the only console with monition and voice control,
  providing a competitive advantage to other systems
Organization – Project Team

                   Experience                       Contribution


                        Strategic Planning               Leadership
                        Project Management               Implementation
Project Manager
                        Software Management              Execution

                        Java Development                 Creativity
                        Google Web Toolkit               IT knowledge
                        Object Oriented Developer        Interfacing
System Architect                                         Data and Systems Integration



                        Game Developer                   Voice and Motion Integration
                        Xbox Developer                   Multi-Platforms knowledge
                        3D Graphics Developer            UI frameworks
Developer Xbox                                           Xbox Platforms
Project Plan
• Phases approach over 7 months
  – Locate Resources
  – Refine Project Plan
  – Develop UI (Xbox Interface)
  – Develop Search System
  – Business Plan – Tandem
iFetch – Value Add
• iFetch has the potential to dramatic change digital media and
  advertising by combing the developments in the interactive
  entertainment industry and search optimization, creating a
  new realm of business opportunities.

• iFetch is the next wave of search and integrated media
  advertisement.
iFetch
                              …for Xbox Live Kinect




$300,000 of Venture Capital
  7 months
     Prototype
     Business Strategy

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iFetch for xbox Kinect

  • 1. iFetch …for Xbox Live Kinect Opportunity What kind of car is that? Who makes that car? Watching streaming media…. Where can I see one? Where can I buy one?
  • 2. What is it Xbox Live Kinect App allowing viewers to use a hand motion or voice command to search from within streaming media. iFetch searches from images seen in movies, games, or pictures through an Xbox. iFetch combines five existing technologies: 1. Interactive Entertainment Console (Game Console) - Xbox 2. Interactive Entertainment Online Service - Xbox Live 3. Motion and Voice Control Device - Kinect 4. Image Search Tools - Google Goggles 5. Product Recommendation Services - Google / Bing
  • 3. Vision iFetch aspires to become the leading interactive search application for objects within online media distributed through an interactive entertainment device or game console (xbox live).
  • 4. How it Works? iFetch works through a 6 steps process: 1. Observation 2. Recognition 3. Selection 4. Processing 5. Results 6. Recommendation.
  • 5. How it works? - Theory 8 Step Process Follows the Basic Marketing Funnel with Associated Media iFetch Value Add: - Interactivity - Dynamic Delivery
  • 6. Industry Demographics  72 % of USA households • 18% under 18 years old • 53% between 18 to 49 years old • 29% over 50 years old  Average gamer: • 37 year old • 12 years of playing
  • 7. Consumer Trends  Growth • $ 10.5 Billion in 10 Years • 290 % increase  Content • $ 15.9 Billion of total spending • 79 % of consumers spending
  • 8. Trends • New “New Media Ecosystem” – Gartner Research 2/2011 • Development of Game Console as a media device – a replacement for the traditional TV set • Increase Online Movies Viewed Through a Game Console • Advancement in Human Interface – voice control and motion control • Enhanced Search Capabilities Images
  • 9. Online Video Users Comparison • Projected Xbox Live usage to increase is expected with the release of Media Service next month.
  • 10. Xbox Live Media Partners Media Service Launch Date
  • 11. Xbox Live - Market • 45 million consoles sold in 35 countries. • 157 % increase in the time spent watching movies and • Xbox 360 television on Xbox. • 42 % of Xbox LIVE Gold members in the US are watching • Xbox Live an average of an hour of television and movies on their • Xbox Kinect Xbox • 30 hours of digitally distributed television and movies a month. • 25 million members of Xbox LIVE around the world are each spending more than 30 hours per month on the service – that means cumulatively Xbox LIVE members are now logging more than 1 billion hours a month on the service. • Access to Xbox LIVE is expanding from 26 countries to 35 this November.
  • 12. Xbox Live – Demographics Gender • 61 % male • 39 % female Age • 70 % - Age 18-34 • 20 % - Age 35-44 Income • 88 % household income $30,000 + • 37 % household income $100,000 + Source: Simmons National Consumer Study, Spring 2009
  • 13. iFetch - Revenue Potentials • Traditional Online Advertising – Ad Searches (MS Advertising Services) • Marketing Funnel – New Advertising challenge to enhance product positioning
  • 15. Competitive Analysis Motion Game Console Units Control Voice Movies / TV Internet MS Xbox 45 million X X X X Sony Play 77 million X No X X Station Nintendo 140 million X No X X • Xbox is the only console with monition and voice control, providing a competitive advantage to other systems
  • 16. Organization – Project Team Experience Contribution Strategic Planning Leadership Project Management Implementation Project Manager Software Management Execution Java Development Creativity Google Web Toolkit IT knowledge Object Oriented Developer Interfacing System Architect Data and Systems Integration Game Developer Voice and Motion Integration Xbox Developer Multi-Platforms knowledge 3D Graphics Developer UI frameworks Developer Xbox Xbox Platforms
  • 17. Project Plan • Phases approach over 7 months – Locate Resources – Refine Project Plan – Develop UI (Xbox Interface) – Develop Search System – Business Plan – Tandem
  • 18. iFetch – Value Add • iFetch has the potential to dramatic change digital media and advertising by combing the developments in the interactive entertainment industry and search optimization, creating a new realm of business opportunities. • iFetch is the next wave of search and integrated media advertisement.
  • 19. iFetch …for Xbox Live Kinect $300,000 of Venture Capital 7 months Prototype Business Strategy