About Us
Immersive Technology Studios seeks to “Bring Education to Life” by providing students realistic, interactive, and immersive virtual reality experiences of culturally significant sites and events.
Realistic
Interactive
Immersive
Accessible
Visionary
CurrentlyService Based Approach
360° Photography
360° Video
Virtual Reality Tours
Custom VR Platforms
FutureEducational Product Based Approach
For the StudentImprove Knowledge Retention By 80%
For the TeacherTeaching Tools to Help Make Learning Exciting
For the SchoolScalable low cost VR platform to transport students
around the world.
Lyceum: “Bringing Education to Life”
Bridging the Gap Between the Real and Digital World
• 10% of what we READ Reading
• 20% of what we HEAR Hearing Words
• 40% of what we SEE Looking at Pictures
• 50% of what we HEAR & SEEWatching a Movie
Looking at an ExhibitWatching a DemonstrationSeeing it Done on Location
• 70% of what we SAY Participating in a Discussion
• 90% of what we DODoing a Dramatic Presentation
Simulating the Real ExperienceDoing the Real Thing
After 2 WeeksWe Tend to Remember:
Edgar Dale Cone of Learning
Lyceum Platform
American Civil War
360° Videos Virtual Reality Tours
Interactive Stories
Battle Reenactments
Period Life Overview
VIPBiographies
Fort Sumter
Appomattox Court House
National Civil War Museum
Q&A With Civil War Leaders
Q&A with Leading Historian
Day-in-the-life of a soldier
Teacher ToolsStudent AssignmentsAssign an entire module, or just specific experiences.
Topic QuizzesGive students quizzes from pre-generated questions, or allow teacher to choose / write their own.
Student Data TrackingTrack student progress of assignment completion, engagement time, engagement types, quiz grades, and more.
Guided ToursTeachers can give students a “guided VR tour,” by either mirroring their device to student devices, or on a peripheral device (projector screen).
Example Module
VR Market – Educational Software$700 Million by 2025
$0.00
$100,000,000.00
$200,000,000.00
$300,000,000.00
$400,000,000.00
$500,000,000.00
$600,000,000.00
$700,000,000.00
20162017
20182019
20202021
20222023
20242025Source: Goldman Sachs, Jan 2016
ITS Revenue Targets4,500 Schools
2.25 Million Students$56.25 Million Annual Revenue
By 2025
2019 2020 2021 2022 2023 2024 2025
$2,700,000.00
$7,000,000.00
$12,900,000.00
$20,400,000.00
$29,500,000.00
$40,200,000.00
$56,250,000.00
Minimum Viable ProductITS finishes building interactive WebVR platform for service use.November 2015
Phase One (In Progress)ITS starts service oriented business phase. Projects include VR photography, 360° Video, VR Tours, and Custom VR Platforms.Late December 2015
Phase TwoPhase two operations and transition into product orientated company.Q1 2017
Phase ThreeSeries A Funding Round PossibleITS finalizes Lyceum Platform and product testing. Starts content generation phase, and pre-sales / private beta.Q3 2018
Phase FourITS launches Lyceum for domestic release with 10-12 modules. Target of 500 schools by end of 2019.Q3 2019
Road Map
Startup
Payroll, Benefits & Taxes $1,277,054.04
Capital Equipment $94,210.00
Operating Expenses $219,068.00
TOTAL ANTICIPATED STARTUP EXPENSES
$1,590,332.04
Seed Round Funding Goal: $1,750,000
$1,000,000Title III Equity Based Crowdsourced Funding
$112.19 Per Share8,857 Shares Available to Title III Investors
Non-Accredited Investors Can Invest Up To5%-10% of their Annual Household Annual Income
Up To $100,000
$750,000Traditional Reg. D Funding
Accredited Investors & VC Firms
Preferred Stock Options
Board Position(s)