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Liminal VR [SMART 100, 2017]

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This SMART 100 profile and the information it contains is a duplication of content submitted by the applicant during the entry process. As a function of entry, applicants were required to declare that all details are factually correct, do not infringe on another’s intellectual property and are not unlawful, threatening, defamatory, invasive of privacy, obscene, or otherwise objectionable. Some profiles have been edited for reasons of space and clarity.

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1. THE BEGINNING

This innovation initially came to life when…

We create short VR experiences designed to induce a range of emotional and cognitive states. We’ve been working on these experiences for the last two and a half years. Nick (the company’s co-founder) and I met via a social media site called Ideapod and quickly recruited a team which consists of a number or psychologists, VR developers and creatives.

We’ve just returned from LA where we announced the platform we’ve been working on and launched our partnership program.

2. WHAT & HOW

The purpose of this innovation is to…

The VR experiences we’re creating directly induce emotional and cognitive states such as calm or energy which affords people the ability to take conscious control over their own emotions without drugs or alcohol.

It does this by…

…combining known psychological principles as well as tried and tested cinematic techniques, music theory, mindfulness and experimental techniques in virtual reality to guide people to feel either calm or energetic.

3. PURPOSE & BENEFITS

This innovation improves on what came before because…

The immersive nature of VR and the sense of presence it affords allows us to control a person’s consciousness in ways which have been impossible before the advent of virtual reality.

Its various benefits to the customer/end-user include…

Our experiences work on the very first use without needing to grapple with difficult meditation techniques. Our experiences afford anyone with a mobile VR headset the ability to quickly and robustly change their emotional and cognitive states.

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4. COMPETITIVE LANDSCAPE

In the past, this problem was solved by…

In the past, emotional and cognitive states were shifted by the use of drugs, alcohol, movies, music or meditation. The sense of presence which VR affords is a game-changer in this space and allows us to quickly and powerfully change emotional and cognitive states.

Its predecessors/competitors include…

There are no direct predecessors to the type of experiences we’re creating, the closest would be guided meditation or a VR experience called Lumen which was released a year or so ago.

5. TARGET MARKET

It is made for…

Initially our target market will be the early adopters of mobile VR as they are the only ones with the medium to experience what we’re creating. As virtual reality becomes more ubiquitous we expect that our market will grow with the medium to empower anyone who wishes to consciously choose how they’d like to feel to do so in VR.

It is available for sale through…

We will be making our experiences available via the Google Daydream and Gear VR stores.

Our marketing strategy is to…

Our marketing strategy is to continue to speak at VR and health-tech events as well as increasing our social media presence.

FINE PRINT: This SMART 100 profile and the information it contains is a duplication of content submitted by the applicant during the entry process. As a function of entry, applicants were required to declare that all details are factually correct, do not infringe on another’s intellectual property and are not unlawful, threatening, defamatory, invasive of privacy, obscene, or otherwise objectionable. Some profiles have been edited for reasons of space and clarity.

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