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Innovative Virtual Reality Headsets for Mobile Phones | Graha's-VR

Graha's-VR offers virtual reality headsets that allow users to explore real-life and imaginary worlds through their smartphones. Our innovative technology provides an immersive experience for gaming, training, shopping, and more. Join the virtual reality revolution today!

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Innovative Virtual Reality Headsets for Mobile Phones | Graha's-VR

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  1. Chennai, Indiahttp://grahasvr.com

  2. Overview • Square Comp was born on 30th of March’2014 at Chennai, Tamil Nadu, India. We were primarily focused on the Sales & Service of Desktops & Laptops. • We have been well acknowledged by customers for our various innovative programs like Sales of Computers in EMI without Credit Card, Book-A-Tech online for Servicing of their Desktops & laptops from our website etc. • In March’2016, We ventured into the Design & Development of “Virtual Reality Head Mounted Displays” for Mobile Phones. • Ever since then we have been focused into the designing of our Virtual Reality Headsets for Mobile Phones and we have the prototype of our product ready. • Once we start commencing the Manufacturing of our product we will have our product in the Market within a span of about 3 Months.

  3. Problem Statement • Virtual Reality can replicate and recreate any of the real life or Imaginary World through the apps on a Smart Phone which requires our Virtual Reality Headset to experience them. • There are a lot of Real Life Environments & Uncharted Territories which People can’t experience due to various factors like cost, distance, damage to People & Property etc. All of these can be explored with our “Virtual Reality Headsets” by recreating these environments through the mobile apps to create a virtual world. • Some of the prominent worlds and environment which people are deprived of & Unexposed because of the risk factor are Gaming World, Deep Space, Defense & Air Force Training, Virtual Shopping etc. • For example in Role Playing & Action Games Users can actually witness and be that particular Character they are playing and immerse themselves into that gaming world with the help of our Virtual Reality Headsets and Immersive VR Technology. • This concept and ideology remains the same for any world or environment which can’t be explored in real life. This gives us an immense possibility of be there at any world we want and do whatever we want by developing an app for that particular world and environment as per the User’s need.

  4. Market • Our market primarily depends on the Smart Phones which includes both the existing no. of Smart Phone Users as well as the future buyers. • As per IDC reports the Worldwide Smart Phone sales registered at 344.7 Million Units in the 2nd Quarter of 2016 alone. • As far as the Virtual Reality market in India is concerned it reached a $3.4 Million in value in May 2016 and is expected to register a revenue of $150 Billion by 2020 globally. • The market is expected to grow even bigger with the increase in the availability of virtual reality content and more Enterprises switching over to Virtual Reality for their day to day activities which creates a demand for our Virtual Reality Headsets. • To understand the various customer needs and urge for our VR-Headset, we showed and demonstrated our prototype to various different people and have them experience it real time. All of them were very excited about it and the technology was new to most of them. It’s the wow factor which we believe will create an urge and a demand for our product.

  5. Unfair Advantage • Virtual reality Headsets have been into existence since late 2015 in the Worldwide Market. • Even though we have a no. of Virtual Reality Headsets from a couple of Indian and Foreign Makers the customers are pretty much familiar with Samsung’s Gear - VR, Theatre Max from Lenovo and Oculus Rift from Facebook which is for Computers. • Samsung is currently marketing it’s Gear-VR as an accessory for it’s premium range Smart Phones which are priced above Rs.35,000/- and the Gear – VR is compatible only with a couple of their High End Smart Phones. • Whereas our Graha’s – VR can be experienced with any smart phone within the screen size of 4.5” – 6” with a decent configuration to have a seamless experience. This smart phone segment and category accounts to about 95% of the smart phones available in the market which makes our product marketable to the masses. • We believe that the Virtual Reality technology has the potential to outreach the Computers and Mobile Phones. The current manufacturers look at it as an accessory to promote their medium and premium range smart phones, Whereas we believe that this technology will replace the Computers & Mobile Phones to become an independent VR Device which we intend to develop after the launch of our Graha’s – VR .

  6. Model

  7. Product Launch / Timeline • We have completed the designing and detailing of our Product and we have our prototype ready. • Once we have tested the prototype and tweak it, We can start the manufacturing process with the necessary support both morally and financially. • Once the manufacturing is commenced, the product will be out in the market within a span of 3 Months. • We have tested our model with a no. of everyday smart phone users both who are aware and unaware of Virtual Reality and the reception was 100% positive and everyone who experienced it were awestruck. • We intend to demo our product wherever a customer is likely to buy a smart phone and we also plan to strike deals with Virtual Reality Content Makers to provide exclusive content for our product. • We plan to sell our product through 3 Channels viz. Tie Ups with Mobile Outlets, Online Stores & By Getting into Business Partnership with Mobile Manufacturers who haven’t ventured into this realm yet.

  8. Competition

  9. Business Model • As stated earlier we intend to sell our product primarily through 3 channels viz. Tie Ups with Mobile Outlets across the Country, E - Commerce Websites & Partnering with Mobile Manufacturers who haven’t ventured into the Virtual Reality Domain. • We also plan to provide exclusive virtual reality content for our product by striking business relationship with Virtual Reality Content providers. • We intend to price our product at Rs. 2,ooo/- plus taxes packed with a fine state of the art quality and a smooth finishing to give the users a seamless and hassle free experience. • As said earlier our product is compatible with any smart phone within a screen size of 4.5” – 6” which makes it one device per household which will attract the consumers to purchase it as they can use the same VR Headset for all the 2 or 3 smartphones you have in an every day Indian household. • With the above said pricing and strategy we intend to sell 5000 units in a span of about 9 Months from the time of launching our product in the market. The manufacturing process takes 3 Months of time. • With the current Business Model we enjoy a gross margin of 45-50% which takes our company to attain a revenue of INR.1crore within a year from the time we initiate our manufacturing process.

  10. Team • Founder / Proprietor – Srinivasan Yagnanarayanan. • LinkedIn Profile: https://in.linkedin.com/in/srinivasan-yagnanarayanan-51079675 • Srinivasan Y. started working since 2007 as soon as he completed his Schooling and never went to a college. He has been working in various sectors like Show Room Sales, Direct Sales, Service, BPO & ITES industries for about 7 Years before he could start his own venture in 2014. So he brings with him a collective work experience of 10 years both on and off the field in sales, marketing & service. • Ours is a One Person only company so far and I haven’t got the opportunity to meet someone who can devote his complete attention and dedication with the same zeal and enthusiasm towards the organization as I do. • Once we come across such person we will make sure he is on board with us. • We also plan to expand our team as the company progresses and equip ourselves with the best Human Resource possible.

  11. Milestones • We started “Square Comp” on 30thMarch 2014 at Chennai, Tamil Nadu, India. • We started working on our “Virtual Reality Head Mounted Displays” on March 21st 2016. • We completed the design of our product by the end of September 2016. • We had completed the work on our prototype by the first week of January 2017. • We intend to initiate the manufacturing process as soon as we receive the necessary support both financially and morally. • We will launch our product in the market within a span of 4 Months from the time we initiate our manufacturing process. • We will start generating revenue and commence sales of our product as soon as it’s launched in the market.

  12. Funding Needs & Usage of Funds • Our company so far has been completely boot – strapped with the help of our Bankers. • It will be difficult on our part to continue the manufacturing process in a similar fashion. • Also, if we are financially equipped it gives us a great advantage in marketing the product better to the consumer and ensures a timely launch of our product. • We initially require a sum of INR. 50 Lakhs (USD. 78k)to commence the manufacturing process and for the marketing and launch of our product. • 50% of the Total sum goes into the Manufacturing and Packaging of the product which includes the branding as well. • The rest of the funds will be used for Marketing, Team Expansion, Brand Partnership with VR Content Providers, Expansion of our Company on a PAN - India basis & Other Operational Expenses.

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