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M A Y 1 4 T H , 2 0 1 4
M A K I N GLANGUAGE LEARNING
F U N
2
VoxEdu aims to revolutionize online language-learning by providing fun, speech-based content via a powerful
distribution platform.
The Mission Statement
3
MBA @ Berkeley, MS Engineering @ Rutgers
The Team
BS Economics @ Duke MS, Risk Mgmt @ Univ. of HK
C E O & P R E S I D E N T V P M A R K E T I N G A N D E N G A G E M E N T
Serial Entrepreneur. Expertise in Networking, Telecommunication, Speech Recognition and SaaS-based applications.
Aaron Huang Kash Mitra
MS @UCSC, BTech@ IIT Kharagpur
D I R E C T O R O F M O B I L E P R O D U C T
Ashwani Kumar
Experienced mobile developer and product manager, with expertise in algorithmic development. Entrepreneurial experience in app development and top ranked in hackathons.
Experienced B2C and B2B product and marketing executive. Co-founded Bunchrewards, an online gamified rewards portal.
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Speech Recognition:
Ananth Sankar – Microsoft Corporation
Tarun Pruthi – Senior DSP research engineer at Starkey Corporation
Web Architecture:
Sapan Panigrahi – VP of Engineering - Workday
Jey Michaelraj – Large scale architecture design, Engineering leadership in developing software products
Advisors
5
Business Strategy:
Ramani Narayan – Serial Entrepreneur, Co-Founder Ribbit, Syndeo Corporation, Junction Inc
Apps and Gaming:
Rajeev Behera – Mobile Producer at Disney Playdom
Albert Chen – Assistant Professor of Game Design and Development at Cogswell Institute
Sebastian Dragnea – CEO, Co-Founder, IMR Labs, a digital design and development studio focusing on social and mobile apps and games
Advisors
6
Collaboration for speech recognition engine
Dr. Kishore Prahallad – (Phd CMU) Associate professor IIIT Hyderabad, India
Professor Mahadev Prasanna – SpeechWarenet- IIT Guwahati, India
Speech-based language learning apps
Nikhil Bhendawade – (B Tech) B.I.T.S, Pilani, India, Speech recognition development consultant
Platform Development
Sovran, Inc.
• 3 Key Web Architects with 15+ years experience • Mobile App Engineering team with 7+ years experience
Partners
THE PROBLEM
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Expensive‘DIY (Do it Yourself)’ Programs
Lack of qualified language tutors nearby
Lack of mobile & web-based language-learning experiences with high-quality and engaging curriculum
Lack of speech-enabled platforms focused on helping users pronounce foreign languages
Lack of fun and social mediums for learning languages focused on relevant real-world situations
The Problem
THE VOXEDU SOLUTION
10
The VoxEdu Solution
SPEAKSpeech
recognition engine with Proprietary Applications
FUNGamification of
content on apps
LEARNPlatform for
speech-based apps and curriculum
11
11
VO
XL
ING
O
VoxEdu Proprietary & Confidential
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Customized Language Dictionaries
The VoxLingo Platform
VoxEdu’s proprietary text and speech-based content distribution platform
12
12
App
licat
ions
& C
onte
nt
VoxEdu Proprietary & Confidential
Third Party AppsFirst Party App – Speech-Based
Language Learning
The VoxLingo Platform
VoxEdu’s proprietary text and speech-based content distribution platform
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Customized Language Dictionaries
13
Wearables Mobile
Acc
ess
Lay
er
Telephony Web
13VoxEdu Proprietary & Confidential
The VoxLingo Platform
VoxEdu’s proprietary text and speech-based content distribution platform
App
licat
ions
& C
onte
nt
Third Party AppsFirst Party App – Speech-Based
Language Learning
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Customized Language Dictionaries
14
14VoxEdu Proprietary & Confidential
The VoxLingo Platform
VoxEdu’s proprietary text and speech-based content distribution platform
Wearables Mobile
Acc
ess
Lay
er
Telephony Web
App
licat
ions
& C
onte
nt
Third Party AppsFirst Party App – Speech-Based
Language Learning
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Customized Language Dictionaries
VoxLingo will power V
oxEdu’s
first p
arty Edu-gaming App
15
Key Features:• Refined pronunciation
practice• Interactive text and
speech-based learning• Personalized real-time
feedback• Social collaboration
The VoxLingo Platform
Benefits:• Proficiency in verbal fluency• Data-driven learning and
feedback• Online group learning
models • Access to 3rd-party tutors
and partners• Lower cost, scalable access
for millions • Voice-driven commands for
other killer use cases
VoxEdu’s proprietary text and speech-based content distribution platform
16
Unlock new missions as the user masters text and voice
based lessons and gains proficiency
Offer mission-based learning with immersive situational and cultural storyline
Hook users with situational lessons that address
immediate language-learning needs through a rich storyline
Edu-gaming app concept
17
Provide on-demand language content with real-time pronunciation feedback
Edu-gaming app concept
18
Enable social mechanics with leaderboards, access to qualified tutors and unique arenas for group collaboration and interaction
Edu-gaming app concept
Real-time feedback on performance and
progress, including pronunciation accuracy and progress reports
19
Go head-to-head with an avatar or friend to improve pronunciation and
recall
Encourage competition to enhance language retention and enable users to practice in a safe virtual environment before they speak in public
Edu-gaming app concept
THE MARKET OPPORTUNITY
21
$58+ billion Worldwide language-learning market in 2011 (English is 62% of the total market)
$6+ billion E-language learning market in 2011, with a 25% projected growth rate
500M+ people learning English today and growing to 2 billion in the next 10 years
$2.5B, or 7.3% of the total English language learning market will be E-language by 2016
47% of students polled stated that they didn’t practice or have sufficient opportunities for practicing conversational skills when studying a language
$7.5B Edu-gaming market by 2017
*Source of market data: - Ambient Insight Report 2012, Myngle and GSVAdvisors
Market Size
22
500M+ English Learners & 400M+ Spanish Learners
Students
Business Travelers
Immigrants
Casual Learners
Govt. agencies
Educational Institutes
Corporate Enterprises
*Source Myngle
Target Market
23Source The Next Web
“The potential for voice in apps is immense. An instance is including it in language learning apps as an aid to handicapped users. In the future, wearable devices will fuel adoption of speech in mobile apps…developers need to start considering whether and how to add speech control to their apps to stay competitive.” - Rajat Harlalka, The Next Web
GO TO MARKET
25
25VoxEdu Proprietary & Confidential
The VoxLingo Platform
Launch into full service layer for Mobile and Web
Mobile
Acc
ess
Lay
er
Web
App
licat
ions
& C
onte
ntFirst Party App – Speech-Based
Language Learning
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Customized Language Dictionaries
26
26VoxEdu Proprietary & Confidential
The VoxLingo Platform
Scale and grow apps and languages to different marketsOpen up VoxLingo to 3rd-parties
Mobile
Acc
ess
Lay
er
Web
App
licat
ions
& C
onte
ntFirst Party Apps – Speech-Based
Language Learning
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Third Party Apps
Customized Language Dictionaries
27
27VoxEdu Proprietary & Confidential
The VoxLingo Platform
Become device agnostic with SDKs and libraries
Mobile
Acc
ess
Lay
er
Web
App
licat
ions
& C
onte
ntFirst Party Apps – Speech-Based
Language Learning
VO
XL
ING
O
Open-Source Acoustic Model (Sphinx)
Speech Recognition Engine for Customized
Application
Web and Voice Interactive Applications Platform
Third Party Apps
Wearables Telephony
Customized Language Dictionaries
28
MVP (Testing) Growth (Scaling)
Organic / Word of Mouth x x
Social / Viral Mechanics x x
Content Marketing (Blog/PR/Social Media)
x x
Certified Language Teachers x x
Partnerships • Educational Institutes• Corporations
x
Paid Mobile User Acquisition x
SEO/SEM x
Internal Cross Promotion x
3rd Party Publishers (EduTech niche)
x
3rd Party App Developers x
Growth Channels
29
B2B Model: VoxLingo
• Revenue share for 3rd party developers and institutions
• Licensing agreements• Standard SaaS usage-based models
B2C Model: First party edu-gaming app
• Freemium • In-app purchases• Revenue share with publishing partners
Business Model
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Language Learning 1.0
Language Learning 2.0
Social + Gamification
Text-Based Content
Speech + Text Based
Content
*Source: Ambient Insight 2012
Competitive Landscape
FINANCING
32
32
Working Capital
Expense % of Working Capital
Founders Salary 15%
Back-end:Platform Development
25%
Front-end:App Development / Content
35%
Cloud Operations 10%
Marketing / Growth 15%
33
33
Ask: $600k at $5M ValuationSources: Angels + Friends/Family
Current Monthly burn: ~$6500Post Raise Monthly burn: ~$20000
Projected Series A: June 2015
Funding
APPENDIX
THE NUMBERS
37
FY2014 FY 2015 FY 2016 FY 2017 FY 2018 FY 2019
Revenue - $125 $3,629 $11,003 $24,315 $50,744
Cost of Goods Sold $3 $66 $1,146 $3,299 $7,096 $13,943
Gross Margin $ -$3 $59 $2,483 $7,704 $17,219 $36,801
Gross Margin % - 47% 68% 70% 71% 73%
Total MG&A $378 $1,876 $6,202 $11,386 $15,584 $20,884
Net Income (Loss) $ - After Tax -$378 -$1,817 -$3,719 -$3,681 $1,047 $10,187
Net Income (Loss) % - After Tax - -% -102% -33% 4% 20%
All numbers are in $ thousandsP&L
38
FY2014 FY 2015 FY 2016 FY 2017 FY 2018 FY 2019
Beginning Cash Balance 7 -313 -2,153 -5,729 -9,556 -8,467
Cumulative Operating Cash
Flow-676 -2,515 -6,092 -9,918 -8,829 1,386
Investment58
+TBDTBD TBD TBD
Ending Cash Balance -313 -2,153 -5,729 -9,556 -8,467 1,749
All numbers are in $ thousandsCash Flow