 We're an innovative marketing agency, we have a couple of other companies, there's a lot of good stuff. Enterprise, application, education, VR, and data visualization and analytics tracking. I also advise to a big city marketing specialized in the identity of VR and AR projects. So we go across a lot of different areas of VR and AR. At Iris, we're marketing some of the companies and most of the things we do in our brains, whether it's events, activations, or what else about it. We end to have a bunch of TV ads in everything in between. From our side of things, I started playing AR with VR about five years ago, and we were working with advertising and realized that most people just don't pay attention to any of it anymore, because it's everywhere, so you just kind of drain it out. When it was the last time you actually clicked on a flashback on me and noticed what was the content, but I was just shooting straight past it. So at Iris, we focus on participation. One of the big things that we do is, when we always try to build participation into all of our brains, so it's not just be a passive consumer of it, it's becoming old, get to enjoy the brain, like the CLA stand for, and participate in the different things they're doing. So for the last 10 years or so, pretty much everyone thought that was social media. If someone goes and likes a brain on Facebook, then they think that's anticipation, which it's not really because people don't really pay attention to all of the stuff they like or share anymore, it's just clicking for the whole thing. So with VR, we can actually push people much further to participate and get involved with it, and play around with the brain, get to enjoy them, and really get into what the brain's trying to achieve. So we've been working with VR for a number of years now, and we've worked across a pretty big range of brands, pulling different sort of areas, trying to achieve different goals, and all of the other stuff, so far it's worked really well, it's got people really engaged, and brands are starting to actually recognize an ROI and they're invested in these kind of information. It's always pretty tricky when you try to do untested sort of things to get it out in front of people that get a decent bit of money and put something together. So a lot of people working with games, the VR, if you're writing different game challenges where you have to spend a lot of time optimising the technology and things, and we don't even use the brands like this, it's only around with events and activations, but pretty much we can just throw a couple of the most expensive, high-end technology into a machine, I mean, custom build with a board call, and we can focus purely on the content. So we might get to building in 40 elements, we've done things with fans, and we sprays, and we leave platforms, but when we go back in there, we've actually got one of the five trackers and it's on rugby ball, and you physically have to throw it, and it's going to be able to at home, really, because we're going to try to do it for a one-off type of thing, we can really mess around with our mobile phone. So we actually partner with a lot of technology providers, so I've been working closely with Google, HTC, Samsung, Toyota, Lance, Microsoft as well, so we've been doing the first wave of developments with HoloLens, I've been working here now, I've been playing around with that, but with the mobile phone, it's still a lot of mobile phones, but it's still a lot of fun to play around with. So we're enterprise partners with, I think the guys that are making up the legend, it was just in Shanghai last week, where they had a big presentation there, and 13-hundred people from Shanghai were at an conference there, and every single set up, the parking lots, and then they had this conference, it was all VR, so all all the capabilities in Shanghai were technically getting on there. Plus, as well, we work with Unreal instead of the community, and it's because we get really good support out of Unreal, and we're enterprise partners with them, so they can actually have good support with them, especially with your general kind of body and community support. If you go out and say, hey, we're trying to put five trackers on a drone, fly around the room, attach it to the robotic arm, no one can really help you with that, but at least when we get great access to the TV screen, and the CEO or any of the CTOs, whoever it's actually going to be able to help with the problem, I'll just get things out of here with me. Mixing in VR. So, the skiing game is sort of there, back from start to finish setting up an event out over in Chicago, in the area, development time on that was four weeks in total, and we're actually a pretty small team, there's only five of us. We've got a developer, a 3D model, a video editor, a pretty small team, convincing people to throw money at untested, unknown sort of mediums. It's tricky enough as it is. Once you've moved to VR, it's something that you can't understand until you actually try it out. So, normally you'll be trying, I think, to be out of someone that just needs to look like that. And especially when we want decent kind of budgets to do decent kind of projects, people are pretty wary of that, and especially over here, where everyone can have work on their six monthly KPIs and different policies, they're not keen to take a risk or something and potentially mess out. But we've found that it's been a little bit tougher to sort of stay on the pitch over here, but I've been working with, once, since the Oculus VK 1, pitching clients, trying to get things. It took me about three years to get across the line before the line finally kind of said, okay, we'll take a chance and give a little bit of money to do something for them. And that's kind of paid off quite well for us so far. But it took a lot of protection before finding someone to actually say yes. When we're trying to get things out there and talk to people about VR, as mentioned, you can't comprehend it until you try to sort it out. Especially if you're familiar with the technology, it's easy, you understand it, you know how things work out. But trying to get somebody who can take a try out, especially someone that might have tried out a 360 degree video before, has never actually tried out interactive proper virtual reality. It's really tough to convince them what the difference is there. And when you want to try to come along and have an extra zero or two to the cost, you've got to have a way of justifying it. Now, the way we do that is we prototype it and we prototype it for everything. The Fiji project we've sold, where we have the hot movie, everything in there. We put together a prototype in one day that did a ten-off flight to Fiji, did a one-hour on the air, and had the CEO and then G director of Fiji and we used to be crawling around on the floor on the hands of these fully industrial fish. But once that's kind of happened, it's pretty easy to sell the rest of it. Whatever engine you're developing with, whether it's Unreal, Unity, or any kind of one, there's a lot of assets that are available online for two or three. And even if it saves you a couple hours, it's well worth it for a prototype because you don't want to be wasting time on this. You're investing your own time and money into it and if you spend a month trying to make something look good before you shop with somebody, it could be too late for them to be already done. So, use the marketplace assets. You might not actually use them in a fire project, but if you have an idea across the prototype, they've really done it. We've had lines where we've picked up something that might have saved us a day, which is completely worthwhile that even if it's a throwaway for a few dollars in the years to come. Then there's one to Unreal-specific kind of one, but there are plugins that give you which let you get around from having to do promo code. So, there's a few who want to give you but we'll illustrate it to Unreal because it's a lubricating system, which is essentially a node-based coding framework. And it might not be as efficient or promo code-oriented as one, but it might not like it because it's not programming and so we need to test this. But to put things together and to be able to get something up like the Blueprint to be real great for us, especially when you do a virtual reality stuff that we're trying to debug with some code and something that's not wrong, you're standing up to all the weather in your desk and you can't read what you read on the outside and can't see what's going on. With the Blueprint to be actually visualized coding as it's happening, you've got the bright red dot moving lines that are showing exactly what's going on. And it doesn't sound like it's just being able to quickly pull up the headset and see what's happening with these things. Make mistakes. When you're doing a prototype and just trying to get something out and try to somebody, don't have to worry about being perfect. Node is actually going to notice any of the things that are promoted because it's likely that you're only going to have somebody even for 30 to 60 seconds to try out the prototype. And you just want your content to be good enough to wow them that they don't care about what's going on in the little box and have anything. There's days or even more than that nitpicking about tiny little details in there which we notice because we sit within the thing all the time but as some of you guys have never tried it there's no idea what they're actually trying to do with it. They don't notice those things so just forget about it and move on get the thing done and try to somebody to get some kind of criticism. And the final thing to put it up always assume that you're wrong. Any assumption that you have about how cool YouTube technology, what they'll do with it makes sense at the time. Especially as developers when you're used to working with the technology, you start to know how you should do it and how natural to do it. Someone's never tried it before and it's not the thing. We'll have no idea how you can use yourself. So get it out when you try to test it find out how they're doing it record video of it, put it into high tracking Google Analytics, anything you can to try to test how people are using the technology and then develop it there because you'll find you're changing 90% So as mentioned, the stuff that we do is the most fun is building these big event-based ones so for this key, in a way it's that one we built a physical hub and we 3D scanned chairs and built it. So everything that you see there was exactly representative of the reality of how it was meant. You can walk in put on the big eye and say you can feel the chair, you know exactly where it is you're comfortable to stand up, walk in between go a minute, go a look around and it just makes everything much more more fun to have this morning and that's what we get to have a lot of fun but we actually have 10 of the Vibe trackers so we can do full body motion tracking put it on cross, we're doing 3D printing and other electronic stuff to just hook up different kind of elements into it which is not something you expect somebody to add on to try and go out and buy it for $1500 worth of hardware just so that you can have a 3D image and go on before whatever you play around with but for the event stuff, it's great The events tend to be expensive and especially if you're doing it at an expo like a travel expo or entertainment expo or anything like that event space is expensive so unless you're setting up half a dozen of these headsets you're not actually going to get that anything through it if you're in a couple of minutes of experience you've got a minute or so of talking around doing the headsets so you're only getting through maybe a few hundred people at these events the most we've done I think in three days is about 300 or 400 people through an event with a single headset so if you have a few then you can get a couple thousand people through but it tends to get quite expensive than what you're doing so the way we create everything is we also do a couple of ultimate versions so we have our ultra high-end experience which is our big 4D event in Taiwan and then we also create 360 videos and more about interactive versions of them so at the event we also set up for this one 3D AI headsets and it's going to be an investment for us a thousand upon donation because there's much easier to actually develop for especially when we need our clients that need to take around you don't need to get the hardware back each time but in a higher end kind of version 360 video or interactive type of mobile version any sort of content you're adding unless you get a lot more people through that might not look the way you'd be buying or might not have time or they're much great to sit and go through a two to three minute experience but we've been in that a lot and then we also do hardware headsets for everything we do because we've created the 360 video and it's easy to put it down there put it up on YouTube and then anyone can watch it on YouTube or Facebook 360 video and ask you all to be in China and you go to YouTube 360 and it's obviously the quality is not as good as what you can get because YouTube actually compresses the things down a lot because we have a two minute kind of video at 4K resolutions which comes out to about 5K which is not something you expect people to stream so you get compressed hardware accidentally from there and it's just good enough to get somebody into it and even if they've done the experience that you remember the event they remember the feeling that you got from the event when they get home so especially for people like this where maybe someone was walking through the event space on a lunch break and they wanted to look at it but it's unlikely that you're stopped trying to get us another plane to get on the spot and a couple weeks later they said we're on time you died and then they said I don't want to share it with you so you definitely get a lot more people through your experiences by saturating the market it was called a different thing it was essentially so outside of the marketing and outside of things we're also going to go to work on some other spaces these are the prime sectors that you might identify and the industrial sectors and so in this presentation it's huge being able to understand the data is definitely huge for how people design cities how they want to look at everything else education is another big one that we're focusing on because you can actually understand the information that way so the great thing about the current state where we are is that we can do things with two, three thousand dollars for the hardware that universities have been doing for twenty five years but they might spend a hundred, two hundred thousand dollars to set up a community installation and track it if there's anyone from London but it's a long time and it's complicated to do one-for-one system it doesn't work for any other system because it's very much specialized anybody can go out and buy two thousand dollars of gear and a thousand dollars of life so one of the ones that they've been doing in education to the sector this is a critical prototype which demonstrates to us the power of the prototype and how it works because this is maybe a combined twenty hours of work but within this kind of prototype you have all the elements of the period of time where you put the new machine and see if it works on the instruction similar to this for education it's great because it's information that the human mind can't actually process it properly trying to think about things but a smaller scale than a conventional brand doesn't work but the way kids load up in school now is to let them picture in a textbook or many of you that the teacher puts up on screen by being able to let them drop right into the world play around, pick things up with their hand shrink themselves down to tiny scales or go up to huge scales unless you really understand the information that they're looking at I don't think there's huge, huge opportunity to have that kind of education now the way you just want to set up so quickly is within the Unreal Engine and the similar kind of elements of the community all this kind of data is already open source pretty much grab all the elements of period of time from an Excel spreadsheet put them into the system we have a hell of a lot of information about these things you get the boiling point, melting point it's similar in weight everything in the straight company Excel spreadsheet that we can drop straight into the visualization software interactive it just makes things hugely sped up for us and so the other one that they've been working on is in the industrial sector and this is quite similar to the previous kind of backing project except this one was done and demoed it in European utility we did in Barcelona and I've been working with some different kind of people on that side this was done with Energy Consulting sort of company so they go through and they have some different information about this map so you have all the height and all the ability to structure you have everything else in there but we also have the underground power grid we have flood risk areas high risk areas high traffic areas, roads easy junction and everything like that as you can see some culturalization on here and essentially what they'll do energy plant comes up and say hey we've got a power line over here we need to get power over here tell us the most effective way you can do that so they'll go through, they run it through the software which is what that'll be saying okay go to this way and cost us $10 million go to this way and cost us $30 million all you get from that is a spreadsheet and the plan is that the spreadsheet goes okay I'll go to this way without really understanding why in virtual reality this was a quick little prototype done within 20 hours which pretty much is just based on Westworld but they have a holographic map you can walk around it and stick around but then you can shrink yourself down walk around the environment and see what it looks like pretty much if you come into this environment shrink yourself down then you realize it's going to cost so much more to go option B because there's a mountain away and that stuff is immediately obvious in virtual reality but looking at a spreadsheet you have absolutely no idea so they just take people on the road with that so the next one that I'll show you comes from the unrelated price so we've been working closely with Eric for about 12 months now when they created the enterprise back team specifically around people like us BMW, Clare guys are the only ones that have the idea we don't want to build games with this stuff we could still build a game sometimes but we try to create more high-end specific kind of software that works with different kind of things so they created a team which specifically works with people like us we don't think it's born obviously we pay for it we have a different kind of licensing structure with the three similar models that we have but just being able to actually challenge it with someone that's developing the engine makes a huge difference to us we're actually working closely with Google in the development world the Tango integration we don't real which should likely be public soon as you someone around you probably knows the benefits that I do but let's just get this kind of stuff into the Tango I'll jump into it later I'm starting to work with you there's a lot of some stuff about Tango it's really impressive starting to visualize things which are really hard to understand on paper but you can pick it up you can still understand how things work some of the stuff we had to do around the visualization was trying to figure out simple ways to interact with it letting someone have a highly technical tool to be able to pick it up so you guys are doing that sort of stuff doing amazing jobs with it no one is an expert any questions? thank you again