WHITEPAPER - vrt.world · Marketing Tok n S a lD t i s ... Digi-Capital4 eexperts are more...

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Transcript of WHITEPAPER - vrt.world · Marketing Tok n S a lD t i s ... Digi-Capital4 eexperts are more...

WHITEPAPER

VRTMARCH 12, 2018

VR PLATFORM FOR GLOBAL INTEGRATION OF DEVELOPERS, CONSUMERS AND BUSINESS

MARCH 12, 2018

TABLE OF CONTENTS

Disclaimer

Executive summary

Market review

Market Size

Key Players

Market Trends

Industry Problems

Product Overview

About the Platform

VRT Tokens

VR Parks

Technology

Infrastructure Solutions on Blockchain

Technology for working with Virtual Reality

Team

Project Roadmap

Marketing

Token Sale Details

General Information

Distribution of Tokens

Allocation of Funds

Risks

Glossary

Please read this disclaimer carefully. Should you have any doubts regarding the contents of this document, please seek the advice of a financial, legal, tax or other professional consultant.This Whitepaper (hereafter referred to as “Technical Document” or “Document”) is designed as a reference guide and does not imply any contractual arrangement. The purpose of this Document is to provide information about the possible issue of VRT tokens (Project). This document is not a prospectus; an offer to sell or buy any assets--including securities--in any jurisdiction; and/or an investment offer of any kind.

Please note that the puPlease note that the purchase of Project Tokens does not imply any rights arising from securities, investment units, and / or ordinary shares in the companies involved in the Project, the Project Tokens holders do not receive the right to any form of dividend, profit or any other participation in the scheme of distribution of profits in such companies.

If If you are a citizen of the United States, China, Singapore, South Korea, or any other country that has restrictions on participating in projects related to token-issuing and circulation, then you are asked to limit your participation to the Project independently and are required to report such restrictions if they arise or became known after the acquisition of Project tokens.

If If you are not sure if you have the right to purchase Project token,s we recommend contacting the relevant independent professional consultants and not relying on the information published in this Document. Proceeding with any person--including financial regulators of countries that restrict token-issuing and circulation, during which, your name appears as an involved person--guarantees the Project the right to recover from you the amount of all losses, including any penalties and judicial costs incurred by the Project as a result of such proceedings.

The English The English version of the White Paper contains the most up-to-date and highest-priority information about the Project compared to information published in any other sources, transmitted viva voce (verbally), or as part of the White Paper translated into other languages. The Project reserves the right to make changes to the Technical Document, and any such revisions will be clearly marked.

The Document contains the pThe Document contains the preliminary parameters of the Project. The Project cannot guarantee that these parameters will be implemented precisely as indicated in the Document. The Project contains known and hidden risks, the assessment and acceptability of which are undertaken independently of VRT or with the involvement of external professional consultants to produce a potential participant in the campaign.

Virtual Reality (“VR”) technology is actively taking over the entertainment industry globally. This is not surprising, as improved modern technology turns VR into an entirely new experience. According to analysts, the VR industry is highly likely to create a multi-billion-dollar market in the next few years. However, one of the key issues getting in the way of full-blown development of this technology is a lack of quality content for ever developing VR equipment.

In this PIn this Project, we offer a solution that will entice thousands of developers internationally to create and monetize quality VR content. This VRT (Virtual Reality Technologies) platform will serve as a toolkit for creating VR content and a decentralized VR marketplace, as well, and will be based on blockchain technology, which guarantees an honest and transparent distribution of funds and the protection of intellectual property rights.

In addition, we aIn addition, we are working on creating special SDK and API that make it possible to significantly simplify the creation of VR content, and, as a result, involve the widest range of stakeholders in the development of the system.

The success of this PThe success of this Project is founded on our team’s unique set of experiences. In 2015, we started work on technology that makes it possible to immediately convert any movement into VR, and in two years, we made significant progress. Our technology is not just a prototype, but a real breakthrough within the VR industry. We have an operating Project with an unprecedented level of interaction between users. In December 2017, we launched our first VR park in Moscow (http://z8park.com) followed by four more parks on a franchise-basis in Moscow and Dubai. We have also signed a partnership agreement to open 30 VR parks based on our technology in various European cities over the next 18 months.

New game worlds and new game scenarios aNew game worlds and new game scenarios are required to maintain a high level of interest in VR parks, so our park network will become the first customer for platform-created VR content, immediately generating economic activity within the marketplace. We will also establish a fund , which will be used to reward pioneer developers of the platform and will amount to 5% of the money raised.

In oIn order to develop and promote the platform on the market, we are organizing a Token Sale. VRT Tokens issued during the crowdsale will have a utility function and serve as the internal currency of the system. A part of the funds raised through the Token Sale will also be spent on expanding our VR parks internationally, which will significantly increase internal demand for VRT Tokens and will serve as a great incentive for other participants to join the platform.

EXECUTIVE SUMMARY

BLOCKCHAIN AND VR ARE THE MOST PERSPECTIVE AND RAPIDLY GROWING IT TRENDS DISTINCTLY INTEGRATED ONLY BY VRT.

ERIC BENZ, BLOCKCHAIN AMBASSADOR

MARKET REVIEW

MARKET SIZE

Over the last several years, VR has become one of the most promising segments in the entertainment industry, and all of the major technology firms are vying for a foothold in the market. According to Digi-Capital1, by the end of 2017, total Augmented Reality (AR) and VR investments amount2 to $3 billion. In 2016, that figure on the part of venture capitalists and corpocapitalists and corporate entities totaled $2.3 billion, which was, itself, a threefold increase from 2015. Behind this increase lies a sound rationale; according to Digital Data Corporation3, which notes global spending on AR/VR-related goods and services may grow from $11.4 billion in 2017 to almost $215 billion by 2021, with the compound annual growth rate rreaching 113.2%.

Digi-Capital4 eexperts are more restrained in their predictions for AR/VR market growth; their estimates place total revenue from this segment at slightly over $100 billion by 2021. Goldman Sachs5 is even more conservative; their base scenario predicts that the AR/VR market will not reach $80 billion until 2025, with $35 billion attributed attributed to the software segment. Video games, live events, and video entertainment will lead that segment, bringing in almost $19 billion dollars in total revenue.

KEY PLAYERS

In any event, the overall trend clearly points toward growth of the VR market, and video games are poised to play a major role in this expansion.

AccoAccording to Digi-Capital, the size of the VR market will be more than $15 billion by 2022, and within that figure, Games6 will be the fastest growing market segment and will take the largest market share in the VR segment.

This is primarily This is primarily evidenced by the large number of potential users interested in these products. According to Goldman Sachs7, the existing target audience for VR gaming includes approximately 380 million people—230 million console owners and 150 million PC gamers in developed nations. After adding live events and video entevideo entertainment viewers to these figures, we can estimate the target audience for VR at more than 1 billion users.

The best-known Head Mounted Device (HMD) manufacturers include Google, Samsung, HTC, and Facebook (which owns the Oculus brand).

AccoAccording to The Virtual Report’s site9, there were around 18 million HMD owners globally at the start of 2017, with Google Cardboard accounting for more than half of these devices.AdditionallAdditionally, according statista.com10, almost 4.5 million HMDs were sold in the first half of 2017 alone, with Samsung, Sony, and Facebook’s Oculus Rift in the lead.

6https://www.digi-capital.com/news/2018/01/ubiquitous-90-billion-ar-to-dominate-focused-15-billion-vr-by-2022/#.Wog9ba5l-Un7http://www.goldmansachs.com/our-thinking/pages/technology-driving-innovation-folder/virtual-and-augmented-reality/report.pdf9http://www.thevirtualreport.biz/asia/feature/63914/the-size-of-the-vr-consumer-market-updated/10https://www.statista.com/chart/11006/vr-and-ar-headset-shipments/

Gartner11 estimates that by 2021, the number of these devices will rise to over 67 million units. However, this number may increase if manufacturers are able to produce HMDs at more affordable prices, while maintaining high image quality. Facebook has already taken steps in this direction, with CEO Mark Zuckerberg unveiling the Oculus Go—a new version of their VR headset—in Ocheadset—in October 2017. Starting in early 2018, the headsets will be sold at a price of $199, significantly less than that of its predecessor, Oculus Rift12.

INDUSTRY PROBLEMS

Also, based on the data provided earlier, it can be concluded that the VR technology has reached a level that allows it to be used effectively for commercial purposes. VR is ready for a wide audience and for monetization.However, despite a significant increase in the number of gamers and HMD devices sold, one of the key problems preventing the further development of the VR industry is the lack of quality content. VVRT surmised this lack of content is a direct consequence of the hindering cost of necessary development tools and a customer base divided by individual products. Users, in turn, are slow to buy VR equipment due to cost, creating a vicious cycleIIT market leaders are trying to solve this problem by launching their own products, such as Youtube VR by Google and Oculus Story Studio by Facebook, but these services have their shortcomings and cannot solve current market problems.First, each company will be aimed First, each company will be aimed to develop content optimized for its own equipment. As a result, the market continues to be segmented (for example, the game market for Xbox and PS), which will negatively affect the cost of content creation, as independent authors and developers will need to optimize their work for different standards.SecondlSecondly, as the market becomes saturated with HMD devices, the main source of revenue for VR device manufacturers will be platforms for content implementation, rather than equipment sales, which will lead to an increase in fees charged to their creators. So, to date, the fees charged to application developers for the App Store and Google Play, for the purchase by their users, reach 30%13.

Various concepts for the development of VR technology have been discussed and implemented over the past 10 years, but many of those investors never got the period of technology formation and emergence into the market. According to the Gartner report, the VR market went through the early stages of development and has entered a so-called "development plateau".

11https://www.gartner.com/doc/381136812https://www.theverge.com/2017/10/11/16459442/oculus-go-standalone-vr-headset-announce-pricing13https://seekingalpha.com/article/4075648-apple-itunes-app-store-double-sales-google-play-store

In both cases, these costs will fall on the end user, and demand for content will grow at a slower pace, while developers will not get the profits that rightfully belong to them.CCreating a decentralized VRT marketplace will solve these problems. Blockchain technology, which is the basis of the project, will ensure the transparency of income distribution between the developers and the platform, and also protects intellectual property rights and guarantees the observance of copyrights for the products sold. AAt the same time, VRT is launching its own network of VR parks that will create a primary and constant demand for VR content within the Project platform. In conjunction with the SDK and API, the Project will give developers an excellent reason for connecting to the platform and result in other market participants.

Understanding the degree of development of technology, the emerging main trends, and market problems, the VRT Project will be developed in two main directions:First, as a platform-marketplace, uniting developers and consumers of content...

VR has pVR has proven its ability to drastically change the way people consume information. Switching to VR will open the doors for many new business models and concepts that will be created around the new format. A wide variety of applications--especially those built around VR content--will lead to the universal use of VR.AccoAccording to the report of the research company SuperData on the state of the gaming industry in 2017, the size of the VR market was $2.2 billion, while 75% of that amount was from headset sales, and the creators of VR content were able to earn less than $554 million.

MARKET TRENDS

Marketplaces offering any VR content for developers can be related only to the following two projects:Unity14 — one of the most popular development platforms for VR. More than 91% of content for HoloLens is based on Unity, as are about 90% of VR games for Samsung Gear and 53% for Oculus Rift. Unity extensibility allows any third-party hardware manufacturer to develop its own plug-ins and SDK.

UnityUnity Technologies serves millions of registered users, including large publishers, independent studios, students and amateur developers around the world. Unity is related to 770 million players worldwide (with more than 770 thousand followers on facebook (https://www.facebook.com/unity3d) and almost 290 thousand followers on twitter (https://twitter.com/unity3d)).

UnUnreal Engine15 - the second most popular engine for developers of VR projects is used to create games of AAA class. Among the projects that have gained worldwide fame are EVE Valkyrie, PLAYERUNKNOWN'S BATTLEGROUNDS, (PUGB), Space Hulk: Deathwing and Street Fighter V, TEKKEN 7 and Robo Recall. And the total number of players using products created with Unreal exceeds half a billion.

This dThis development environment has a number of advantages over Unity in the form of a more advanced graphics engine and a visual programming mechanism called Blueprint that allows users to create projects even without strong programming competence. Unreal also has a very large community--more than 370 thousand followers on facebook (https://www.facebook.com/UnrealEngine) and 260 thousand followers on twitter (https:followers on twitter (https://twitter.com/unrealengine).

The total number of visitors for both marketplaces is about 2 million people per month.

Second, as VR parks offering services for gamers...Most HMDs are sold directly to consumers, with the assumption that their owners will use HMDs in the comfort of their homes and in close proximity to a PC or charging device.

AAt the same time, however, so-called VR parks are becoming increasingly popular because they provide HMD users with an experience that cannot be replicated at home. Park guests move freely within a room, unconstrained by the wires that traditionally connect VR headsets to PCs, and can even use special devices to experience flight or car racing simulations in entisimulations in entirely novel ways.

The Void16 and Zero Latency17 are the two best-known companies in this field, which also comprises a number of smaller players.

The Void is an American VR game where groups of guests are invited to take part in various scenarios inspired by popular movies, such as Ghostbusters: Dimensions and Star Wars: Secrets of the Empire (currently in development). The park allows guests to move around freely within a specially equipped facility, while an HMD creates the illusion of inteinteraction with a virtual world containing an unlimited number of special effects.

This project is a good example of how it is possible to popularize VR and create a good product for the end user. However, The Void does not have full-body tracking technology and is too expensive to establish, which prevents it from scaling its business, even if there is raised capital of $50 million.

Zero Latency is a VR park in Australia with an area of several hundred square meters. Similar in scope to more traditional PC and console games, the park offers guests a variety of games, including several in which players fight zombie hordes, repel alien invaders in a space station, or try to solve the mysteries of an ancient fantasy world with its own form of gform of gravity.

This park does not have full-body tracking technology, but managed to sell 14 points with a franchise cost from $650,000 to $1 million. The cost of founding each park remains too high (four times higher than the cost of establishing a VRT park), and the project team can release no more than two different games per year.

ViVirtual Reality Center18 - have parks in Zurich, Kassel, Stockholm and Santiago. Various content is available, from small simulators per person (5-10 minutes of the game) to quests with full-body tracking technology for several people.

In addition In addition to the described VR parks around the world, there are also thousands of small VR attractions offering a chance to dive into the world of VR with the help of specially developed mechanisms that enhance the experience of the game. For example, it may be chairs or specially designed stands that change their position depending on the actions and position of the plactions and position of the player in the virtual world, or various hanging mechanisms that simulate flight.

16https://www.thevoid.com/17https://zerolatencyvr.com/18https://www.vr-center.ch/

VIRTUAL REALITY IS THE FUTURE. WHILE BRANDS

AND DEVELOPERS DREAM,VRT CREATES.

IGOR VASILIADIS, FINANCIAL CONSULTANT

PRODUCT OVERVIEW

ABOUT THE PLATFORM

The main goal of VRT’s platform is to create a decentralized VR marketplace in which easy to use SDK and APIs facilitate VR content creation without restricting developers to a single company or type of device. One of the key advantages of the platform lies in our VR parks, which will become an “offline gateway” into this marketplace and allow outside devdevelopers to sell their content.

The platform will operate based on blockchain technology, and as a result will benefit from a high level of transparency and openness to all market participants. This will also facilitate a fair distribution of funds between content creators and content markets, making the end product more affordable for consumers.

The bThe breakdown of the system can be seen in the following diagram:

COMMUNITY&VRTOKEN

This builder does not require the user to know Solidity or the basics of programming and allows each user to set the terms of the contract through a clear visual interface, managing such parameters as: the cost of the goods, the list of addresses of its creators, and the ratio of the distribution of profits between them. It also protects the interests of devdevelopers in small teams and guarantee them an honest distribution of profits after the publication of their product.

Now, the platform in the section "add your product"19 p presents the prototype of this builder with the simplest functional. After adding the ability to work with wallets, the builder will be able to add community members (and associated wallets) with nicknames, which will further simplify the work for ordinary users and make the secondary turnover of totokens more convenient.

This SDK is already up and running in our portable showcases, one of which could be seen at the World Economic Forum held in early 2018 in Davos (WEF). Also, this technology will form the basis of our franchise Z8 mini parks, intended for installation in shopping centers.

The The toolkit of this library will allow work with full-body tracking technology in a small space up to 25-30 square meters, using the equipment widely spread among average consumers, while possessing more advanced kinematics (the user’s virtual avatar movement calculation system) and allowing connection of several controllers from difdifferent manufacturers, for example gloves for transferring the movement of brushes and fingers to vive trackers.

In order to further combine VR products created on our platform and to increase the liquidity of the token, we plan to create APIs that let developers integrate the ability to make in-game purchases using the VRT token.

TTo do this, we will create special libraries for rapid integration into Unity and Unreal, as well as a set of API methods for self-integration if necessary.

To process transactions, we plan to use the side-chain, which will make their cost lower and the data-transfer speed faster than in the main network.

FFor the convenience of users, the module will be linked to the deposit account on our marketplace, which will allow them to keep a deposit in tokens and quickly pay for various purchases directly inside the games, without switching to external resources.

This library will contain a toolkit for working with more accessible VR equipment setups that allow work with full-body tracking technology at home.

This SDK will be released as modules to Unity, Unreal and CryEngine engines, and; the installation of this SDK will allow developers to integrate their projects into VR Z8 parks to earn through the sale of games to them or to receive revenue from each purchased ticket, depending on the type of license. This library will allow for simple integration and, in addition addition to the standard functionality, contain examples of use and functionality for remote debugging.

Among other things, the SDK will include functionality for the rapid integration of various hardware from VRT partners, and the developer will be able to decide which components to add to his project, depending on what equipment he wants to use.

19http://mp.vrt.world/addproduct

5. License certification via blockchain and franchises management.

VRchain blocVRchain blockchain will carry a unique solution for franchise business management that was designed and tested using the experience gained when creating the Z8 VR parks franchise. One of the important mechanisms for using blockchain in the Project is the control of software licenses and distribution of income between franchises and the master fmaster franchise, as well as investors in each individual VR park and content developers. In order to ensure the transparency and security of these processes, special smart contracts will be created with an add-on in the form of a visual interface located in the personal account of each franchisee and on the internal sections of developers in the marmarketplace.

This module will have an API for integration with our SDK and will prevent unauthorized use of products by checking license data or payment for a game session in the park through blockchain. The work of this module will use a sidechain, VRchainto store the necessary data.

VRT Blockchain

The VThe VRT World Project is announcing the launch of its own blockchain. The VRchain blockchain will be a sidechain to the Ethereum network with the ability to verify transactions in the main Ethereum network. Sidechain will use the Solidity programming language to work with smart contracts and support the transfer of tokens from the main Ethethe main Ethereum network and back using a two-way binding mechanism and a simple paycheck mechanism (two way Peg and SPV). This solution will allow us to use VRT tokens in both chains, while the cost of information transactions in dollar terms will be several times lower than if the main Ethereum network were used.

VRT TOKENS

One of the important VRT innovations will be the the the function allowing the transfer of data from the real world to within the chain. This feature will be implemented using a kind of analogue of the Oraclize solution for the Ethereum. This solution consists of an external script that (after a certain time or by calling it via API) receives data from external external resources and then transfers it to a special smart contract inside the blockchain, calling the necessary method and changing the value of the variable (or variables) in it, then the other smart contracts can refer to a contract that contains data and work with them inside the blockchain. This solution is necessary for the operation of a real business and allows use of a blocbusiness and allows use of a blockchain for a wide range of tasks, which is less expensive in terms of the cost to access the data from outside the main Ethereum chain.

Decentralization of the sidechain will be achieved by installing node blockchain at VR capacities in parks sold under the Z8 franchise and through incentives for third-party node owners. Since the number of transactions and the size of a block of our blockchain will be several times less than in the Ethereum's blockchain at the moment, potential node holders will not need as much computing node holders will not need as much computing power for processing as is now required for Ethereum mining. This will allow parks to use a small part of their computing power to maintain the network, and make "mining" accessible to ordinary people without the need to buy expensive farms.

Tokens will be used as a payment tool on the platform and as a currency for paying rewards for active participation in the life of the platform. Infrastructure demand for a token will be stimulated by bonuses and discounts for payment of services and by services in comparison with payment by fiat means.

VRT VRT token as a payment tool

VVRT Tokens will be used as a payment method for transactions, including the purchase, sale, and rental of VR content, as well as for various services. A smart contract with all relevant details (subject and type of deal, price, time limits, etc.) will be created at the time of transaction. After verifying contract details, the buyer will send VRT Tokens to the addthe address specified in the contract and will then receive a download link or confirmation of services performed.

1. VRT tokens will be used as a means of payment for content developed by VRT and third-party developers within the VRT ecosystem.

The transaction includes participation of the content developer (the seller) and the buyer, and the marketplace performs an infrastructural role. The content developer receives 90% of face value depending on the content being sold, the remaining 10% is the marketplace commission.

PuPurchasing the content developed by VRT in tokens allows purchasers to get a 10% discount.

During the first two years of the Project, all tokens received as fees for transactions on the platform will be burned.

VRT Tokens act as a “fuel source” for the entire platform. They will be released on the Ethereum blockchain in accordance with the ERC-20 standard, which also enables its migration to VRchain sidechain to accelerate transactions and reduce costs in settlements between platform members.

2. VRT tokens can be used as a means of payment for the purchase of games and modules developed by VRT, established by franchise VR-parks. Payment in tokens guarantees the buyer a 10% discount.The buyer pays 100% of face value of the transaction in VRT tokens, of which 80% is liquidated, and 20% is forwarded to the developer support fund.WWe plan to release three to four games per year and expect that licenses will be bought by most of our franchisees.3. VRT tokens can be used as a means of payment for the purchase of games and modules from third-party developers that run franchise VR-parks. Payment in tokens guarantees the buyer a 10% discount.

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5. VRT tokens can pay for entrance into our VR parks with a 10% discount. We will burn 10% of the tokens from each payment for the tickets.6. 6. Further, VRT holders will be able to purchase a license for the full-body tracking technology developed by VRTfor use in our own projects. All third-party developers who purchase the SDK for full-body tracking will be able to further integrate their projects into our infrastructure and profit from sales. VRT token holders will also be able to spend them to pay for services related related to the development of business solutions using VR technology and full-body tracking. For example, it will be possible to order a solution for demonstrating real estate in VR or a specific simulator that teaches how users to work with certain equipment in a safe environment.Purchasing the Project’s development tools for VRT tokens will provide purchasers with a 10% discount. Also, up to 20% of tokens in every purchase will be burned.7. In the long term, VRT plans to connect the streaming services, where the payment will take place in VRT tokens.By the end of 2024, we plan for at least 263 parks By the end of 2024, we plan for at least 263 parks to be opened by us or under our franchise, and VRT total revenue (parks, platform and marketplace) will exceed $10M per quarter.

The below diagram shows the tokens quantity from the initial emission in circulation:

The content developer receives 90% of the face value depending on the content being sold, the remaining 10% is the marketplace fee.

During the first two years of the Project, all tokens received as a commission for these types of deals on the platform are to be burned.

4. 4. Paying franchise fees when buying franchises of our parks will be possible with the help of both VRT tokens and fiat. When paying with tokens, we guarantee a 10% discount on the franchise fee amount. We will burn up to 70% of income from franchise fees.5. V5. VRT tokens can pay for entrance into our VR parks with a 10% discount. We will burn 10% of the tokens from each payment for the tickets.

THE MOST IMPORTANT ADVANTAGE OF THE

PLATFORM IS THE UNIFICATION OF VERY ISOLATED VR MARKET

INTO ONE SYSTEM.

FRANCOIS ASSEMAN, PHD. HEAD OF SALES OPTITRACK.

VRT tokens as a commission fee

Technologies for processing VR

Hardware Solution pack (HMD, Mocap Sensors, Controllers etc).

Graphic Engine

VRT full-body tracking emulator

VRT Tracking System

VRT Kinematics (full-body tracking)

The VRT team will track the relevance of these technologies and will supplement and develop them as needed. Through this system, we will be able to provide developers with the most up-to-date solutions for VR content creation.CurCurrently, we have prepared blueprints for the integration of our full-body tracking technology with various devices. These blueprints will be updated as part of our SDK support.

This is a set of solutions that allows quick connection to various physical components and process data from them through one single gateway.

This library includes multiple interpreters linked to the most commonly used templates of actions in VR. Using a prepared mapping table, developers will be able to operate a set of assets when creating content and automatically adjust the content for working with various controllers. This add-on will automatically detect controllers and adapt adapt to their particularities. In the case of a new model of controller, this component can be modified by a team of VRT developers or by active community members. The results of the code modifications and versioning will be recorded in blockchain together with the test results.

The full-body tracking algorithm reduces processing power requirements and imitates human motion with a relatively small number of active beacons, which obviates the need for special gear or complex preparations before entering the game and doesn't require players to wear a special suit. For example, the motion of a useuser’s shoulder, elbow, and forearm can be calculated using active beacons placed on his head and wrist. We are finishing the third iteration of the system, which will be capable of analyzing not only movement vectors but also considering them in the context of what surrounds the user. This improvement will make it possible to consideconsiderably enhance UX and make working with various objects and interfaces of VR easier.

This environment and toolkit, used for testing content, is designed for developers who have no tracking systems of their own. These tools will contain pre-recorded movement assets, which are combined with a set of modules to allow content testing without the need for costly equipment.In addition, the testing enviIn addition, the testing environment allows developers to connect to a VR park’s infrastructure and conduct tests using the park’s equipment. In this case, the content will be run in a special container where test results can be recorded and a higher level of safety is maintained in order to avoid any malware integration.

Our solution is offered together with integration into several graphic engines at a time, such as Unity, Unreal Engine 4, CryEngine, etc., which means that our technology can be used in various tasks. Being able to choose the engine enables developers to optimize their Projects either for mobile devices or for special VR-ready computers.

This is a module developed by our programmers that tracks special markers in space and transmits data about them to various pieces of software. This system supports both skeleton animation and rigid body, which means that both users and other objects from the real world can be transferred into VR. This module can work with various systems of optical or hybrid toptical or hybrid tracking.

Our full-body tracking uses a special algorithm with inverse kinematics to calculate a body’s location. This algorithm can predict movements made by users or objects and complete trajectories based on previously received data.

1. Commission fee for the platform members participating in the public screening and testing of content prior to its upload to the marketplace.

2. Commission 2. Commission fee for the users providing content verification services. The work is in progress to create special software allowing content verification by comparing with blockchain records. This solution utilizes verification mechanisms similar to the Proof of Stake algorithm, allowing a copy of the software to be available for a particular owneowner.

3.Organized tournaments with prize funds nominated in VRT-tokens are also part of the long-term goals.

TECHNOLOGIES AND VR PARKS

Starter Pack

1. Optical tracking integration that allows the system to receive active beacon location data from external systems and tune active beacons via radio channels.

2. A toolkit for fast active beacon integration with default skeletons and outside objects inside a game engine.

3. 3. An AI builder for non-player characters that supports characters controlled via full-body tracking.

4. Blueprints for integration with various VR headsets and controllers.

5. A multi-pl5. A multi-player system that has been adapted to work with full-body tracking technology.

VR PARKS

According to Metcalfe’s Law22 as applied by some researchers to Bitcoin and Ethereum23, the value of a network is proportional to the square of the number of connected users in the system. This means that the value of VRT’s platform (and the value of its tokens) will increase along with the number of active system participants. Therefore, the top priority after the launch will be to popularize the platform within the community, with a focus on developers.

The initial influx of dThe initial influx of developers will be ensured through VR game orders for our own VR parks on the platform. Increasing the number of VR parks around the world will drive the adoption of the platform. In accordance with this strategy, we plan to use some of the funds raised during our Token Sale to develop our network of VR parks.

The parks cThe parks created with VRT’s technology are the future of entertainment and e-sports. Through our research, we have developed the technology to virtually transport players into the game, allowing them to enjoy their gaming experience on an entirely new level. Our main technological advantage is our innovative full-body tracking system, which allows us to monitor all player movements in a given location. This unique technology gives us a major advantage over existing projects of this type that use obsolete equipment, such as The Void and Zero Latency.

EEvery VR gaming park is designed to provide unlimited content that can be chosen at will by visitors. This content can be gaming-related, as well as educational. We plan to create and buy VR content in various genres and for various audience types through the VRT platform. We are also considering creating unique content for each market that takes into account specific market conditions. These elements combined, form one of the major advantages of our Project.

In the futuIn the future, VRT Token holders will be able to acquire licenses for our proprietary full-body tracking technology and use it in their own projects. All external developers that purchase the full-body tracking SDK will be able to then integrate their projects into our infrastructure and profit from sales of their content.VVRT Token holders will also be able to spend tokens on developing business solutions relating to VR and full-body tracking. For example, holders would be able to fund technological solutions for presenting real estate properties in VR, or training modules designed to demonstrate safe equipment handling. In addition, those with the required number of tokens will be able to purchase a franchise or regional master franchise for VRT parks.

22https://en.wikipedia.org/wiki/Metcalfe%27s_law23http://www.sciencedirect.com/science/article/pii/S1567422317300480

TEAM

VRT has been incorporated in Singapore, at 140 Paya Lebar Road No. 10-09 AZ@Paya Lebar, Singapore, 409015. The company’s headquarters are located in Moscow, with a representative office located in Singapore. As of today, the company has 40 employees and is developing VR software packages.

Our team has significant VR dOur team has significant VR development experience, having launched the successful educational project “VR Time Machine” in 2017. The project focused on teaching history via realistic VR gaming experience. The time machine project has drawn interest from SIA (Strategic Initiatives Agency), a non-profit organization set up by the Russian government to prpromote priority projects in economic and social domains.

KONSTANTIN NEGACHEV, CEO

DMITRIY LIVSHIN, CTO

Konstantin has successfully overseen development of four major international projects, where he served as general and executive director. During his time managing ILN Softlab, he acquired valuable experience in creating digital products. Over seven years’ experience in crcreating and managing company departments and offices all over the world makes Konstantin an expert in the strategic and business aspects of the VRT Project. His varied experience that includes working with VR solutions, IT development, and franchising inspires confidence and ccreates incredible opportunities for the VRT Project. Konstantin is a media expert and consultant, working closely with various media and analyst firms, and writes his own expert blogs on “Echo of Moscow” and other sites.

Dmitriy has launched and developed a number of complex IT projects from scratch. He has a great deal of industry experience, including projects for major investment and government funds. Dmitriy has served as CTO and Product Owner at two international companies, which are still opeoperating successfully today. He is often invited to advise IT startups, including new blockchain-related projects, and his analysis has helped twelve startups enter an active working phase and avoid the problems usually associated with the early point in a startup’s lifecycle. Currently, Dmitriy is Dmitriy is CTO at ILN Softlab, as well as a consultant at several digital agencies that deal with creating complex IT projects. He is responsible for technical implementation of the VRT.

SHOAIB MOHAMMED, INVESTMENT MANAGER

ELENA LYASHENKO,HEAD OF DEVELOPMENT AND INVESTMENT DEPARTMENT

Was of investment services and portfolio management;, the creation of partnerships, deployment and management of investment services (PAMM-accounts;, and contracts for price difference (CFD) in cTrader of Forex. His other projects include software for trading in futures and stocks; online tonline trading platforms; the language of trade automation; the Mechanical Trading System; CRM-system and its support[ and the system for teamwork, MetaTrader 4, MetaTrader 5 and social WebTrader.

IGOR BEREZOVSKIY, BUSINESS CONSULTANT

Sevil is a professional journalist, editor, and director. She has managed communications and PR at several startups and founded an interactive publishing agency, an innovative book platform, and complex technical projects in pharmaceutics, IT, and entertainment. She also woralso worked with the Russian Federation government fund for the development of interpersonal communications.

Igor worked at a number of banking institutions from 2012 to 2016, including the Moscow municipal government’s small-business support network and PJSC “Sberbank of Russia”, as well as others. He has since transitioned from the banking sector into management. Igor develops and manages a specialiand manages a specialized area that is adapted to the needs of startups and business management. The enterprises he manages include a unique chain of co-working spaces, a transport rental service, and a number of food service companies. As a VRT consultant, Igor efeffectively adapts and optimizes the Project’s resources.

SEVIL BAER, COO

Elena is an educated political scientist of international relations with more than 10 years’ experience in commercial activity. Exhibitions and conferences are a favorite habitat. She knows three languages and has visited 20 countries. Elena's interests include innovative technologies. Having worworked as an account manager of key international clients and an organizer of major international exhibitions in the past, Elena has experience working in large British startups and was a regional partner of an international investment platform.

ALEX OVCHINNIKOV, BLOCKCHAIN DEVELOPER

Alex is a resident of Canada and a leading developer for several international companies, including News Media Canada. Alex is an experienced blockchain developer and has participated in creating complex solutions for documentation and financial paperwork tracking based on blocblockchain technology. Alex is a highly sought-after specialist in this field and is responsible for developing and adapting blockchain solutions at VRT.

IVAN ZAYTSEV, MARKETING MANAGER

Ivan was engaged in marketing promotion in a large industrial complex, which produces industrial equipment and its components, and is engaged in developing complex technological production solutions. Ivan also has significant experience in logistics and supply issues, and soland solves all logistical issues with VRT project partners. Ivan works with potential clients, communicates with our partners, and carries out the initial communications. Without his help the project would not operate so smoothly.

NEEMA TEYMORY, SMART CONTRACT AND SOLIDITY CONSULTANT

Neema is a leading international expert in multiplayer game development, as well as high-load, fault-tolerant systems. During his nine-plus years in software development and IT, he has created a rigid quality control system for his tasks. His main focus during development is software security and stabilitsecurity and stability.

SNEZHANA KAZACHENKO, PR-MANAGER

Snezhana graduated with a Master's degree in Information Processes and Systems and was employed as a Marketing Manager by Mail.ru Group. She is a specialist in promoting products on Google, Facebook, Twitter and other social media, as well as establishing partner relationships.relationships.

ERIC BENZ, COO CRYPTOPAY

DR. MARCO SACCO, PRESIDENT OF EUROVR AND AN EXPERT IN THE FIELD, SENIOR RESEARCHER AT ITIA-CNR

With over 10 years’ experience in finance and related fields, Eric is the project’s advisor and Blockchain Ambassador. He has been an active investor in blockchain and financial/tech projects since 2012, and is an active board member at a number of large companies. He is also acting director at Cat Cryptopay, one of the largest bitcoin exchange and merchant systems in the UK and EU.

Marco is a senior researcher at ITIA-CNR and Head of the Department of EVA (Enterprise Engineering and Virtual Application), Manager of IT Infrastructure and Networks, and the Head of the VR/AR Laboratory. In addition, he is the president of EuroVR, the European Association for VR and AR.VR and AR.

DARIA AREFIEVA,CEO CRYPTOFRIENDS

DR. FRANCOIS ASSEMAN, PHD. ,HEAD OPTITRACK EUROPEAN BRANCH.

Daria is one of the most recognized figures in the Russian crypto-community and is one of the five most recognized women in the blockchain industry. She acquired invaluable experience during her years as a partner at the consulting firm, Token Sale by Eberhald Lindford, and as CEO and co-founder of Cco-founder of CryptoFriends, a company that specializes in organizing large blockchain-related events. This experience formed the basis for developing an absolute game-changer in the industry, the Token Sale Hypethon format. Daria is the inspiration and source for the development of this unique format.of this unique format.Daria is an organizer for an accelerator that specializes in financial/technical startups, and has worked as a marketing and PR team leader in the banking sector. She also works with various charities in her spare time.

He has a Ph.D. in biomechanics and neuroscience, has completed a postgraduate course in clinical research and has six years’ mechanical engineering experience. Francois heads the European office of Optitrack and is the Director of International Sales.In our pIn our project, he advises on interacting with new customers, managing sales, networking with stakeholders and building relationships, and also assists in the market research.

MENTORS

DMITRIY MACHIKHIN , COO MIDEX, GMT LEGAL PARTNER

Dmitriy provides legal support for VRT as an expert consultant in legal matters. He formerly specialized in providing legal assistance to startups and cryptocurrency ventures and quickly received recognition for his work as partner at the firm, GMT Legal, where he is leading the “digital, blocblockchain, and startups” practice.He is known by colleagues as a dedicated professional with extensive experience in international law and token sale support. He has written a number of articles on blockchain technology and cryptography, and has been working as a consultant and blockchain specialist at the “GVA LaunchGurus” staLaunchGurus” startup accelerator.

IGOR VASILIADIS, ADVISOR/FINANCIAL CONSULTANT

SHEHAB AHMED,CTO AT HOSTSAILOR

YUDI LEVI,CTO, BANCOR

Igor is the project’s advisor and financial consultant, and was responsible for developing the structure of the project. He is currently managing financial and tax issues, as well as fund-raising and strategic business planning. One of his major projects was the acquisition and management of the Mirmanagement of the MirTeleCom holding (worth approximately $320 million). Igor founded “Level 2 Consulting” in 2004 and is still serving as the company’s CEO.From 1998 to 2004, Igor worked with Savchenko’s IT-holding SIBINTEK, and has served as CMO at WinWin Solution.

Shehab is a CTO at HostSailor, MENA’s leading web-hosting provider, and a writer/editor at HuffPost, Engadget and others, as well as a Business Development strategist and founder of the Genesis Technologies and an ICOBench expert.

Yudi Levi is a venture technology entrepreneur with more than 15 years’ experience. Co-founder and technical director of Mytopia, Particle Code, AppCoin, he heads the team of technology developers at Bancor, including Solidity contracts and general architecture. He is an actian active cross-platform engineer and gamer.

VALENTIN SAVCHENKO,CMO IN WINWIN SOLUTION

Valentin Savchenko, CMO in WinWin solution, has 20 years’ international marketing experience in helping to bring innovative technologies into the mainstream. Previous work experience includes Microsoft and consulting with startups, mid-market firms, and enterprises. enterprises. Valentin also spent three years living and working in Frankfurt, Germany, and Tokyo, Japan. He’s an author of numerous books and the top-ranked speaker at multiple conferences. Valentin currently works with some of the leading and most innovative companies in the blocblockchain/ decentralization arena, including OB1/OpenBazaar, Storj and DCorp.

PETER SIN , CO-FOUNDER, SINGAPORE BITCOIN CLUB

Peter Sin is an experienced financial specialist in one of the leading financial consulting firms in Singapore. His main profession is advising corporate and individual clients on risk management decisions and investment portfolio strategies. He is co-head of ACCESS, the SingapoSingapore Cryptocurrency and Blockchain Industry Association subcommittee. He is also a co-founder of the Singapore Bitcoin Club, Singapore's largest educational community on cryptocurrency trading, which was established to promote financial literacy in crypto analysis and training consumers in pconsumers in practical technical analysis.

Peter is a frequent speaker and participant of forums and seminars on cryptocurrencies, where he shares his personal views on portfolio diversification and the use of cryptocurrency in terms of financial assets.

CALEB YAP, CO-FOUNDER, SINGAPORE BITCOIN CLUB

Caleb Yap is an experienced real estate consultant with one of the largest real estate agencies in Singapore. Over the years, he has played an active role in advising local and foreign clients on the acquisition of real estate to diversify their investment portfolio.

Caleb is one of the co-founders of the Caleb is one of the co-founders of the Singapore Bitcoin Club, Singapore's largest educational community for cryptocurrency trading, which was created to promote financial literacy in crypto analysis and training in practical technical analysis for consumers. He personally invests and trtrades in digital currencies. He also regularly conducts educational seminars and seminars on cryptocurrency. His views on various investment strategies and various aspects of cryptocurrency are highly valued by the local community.

JEONGGON MUN

Jeonggon is a professional Market Maker and HFT Trader with 10 years’ experience, including a career at one of South Korea's leading financial institutions, Woori Investments & Securities. He developed his expertise in blockchain when he pioneered his career in building cryptocurrency exexchanges in 2013. Now he is the CEO of Blockbank and co-founder of Linker Coin developing Solidity Smart Contracts.

REUBEN GODFREY, CO-FOUNDER OF THE BLOCKCHAIN ASSOCIATION OF IRELAND

Reuben has worked in sales, business development, finance and operational roles for major multinationals and startups in the tech, telecom and pharmaceutical industries worldwide. He has worked as a journalist and is frequently interviewed and asked to comment by both tech-based and mainstmainstream media.

He often speaks at seminars and conferences, as well as hosting them. He is a co-founder of the Blockchain Association of Ireland, and a member of the Irish Chamber of Commerce.

He’s currently in Slovakia as an ambassador to the GDRP Awareness Coalition and on the NSAI National Mirror Committee to ISO TC 307.

ROADMAP

THE ROADMAP SCHEMATIC IS AS FOLLOWS:

PERIOD MARKETPLACE VR PARKS

THE ROADMAP SCHEMATIC IS AS FOLLOWS:

PERIOD MARKETPLACE VR PARKS

MARKETING

The marketing strategy is designed to support development of the product and draw the attention of many interested parties. We have developed a consumer journey for a successful start of the VRT, based on a profound analysis of the world’s best practices, and consisting of four main stages:

The marketing budget will make up 15-25% of the raised funds, depending on if the Soft Cap or the Hard Cap is reached, and will be allocated roughly as follows:

The target audience of the platform at the initial stage of its development are VR developers. We plan to attract these developers through the following methods:

First, appFirst, approximately 5% of the funds raised through Token Sale will be used to establish a prize fund to reward contributions to the platform development. This fund will be used to reward those offering the most interesting and relevant VR solutions.

1. Media AD – 20%2. PR support – 25%3. Conference – 20%4. SM – 15%5. Blogs – 5%6. Hackathon – 15%

AWARENESS

Media Advertising

PR

Conference

Facebook

SM

Blogs

Facebook

Telegram

YouTube

SM

VR-park

HackathonsGrants

Facebook

Telegram

Medium

BCTGolos

Specials for VRTholders, developersect.

Medium

BCT

Golos

Mass Media(press release)

Advisers/Ambassadors

Google

Coin Traffic

YouTube

CONSIDERATION PURCHASE

SITE

ADVOCACY

Second, we will conduct hackathons every six months, which will help us identify the most promising developers and invite them to work for us. We will focus on two types of hackathons:

We will also focus on working with the media and attending large exhibitions and events involving VR technologies, and will launch sponsorship programs within various professional communities. Such marketing activities will help us cover not just the target audience but also experts, some of whom have already become advisors for the Vadvisors for the VRT Project.

At the same time, we will actively promote our VR parks and establish partnerships with other VR parks, thus generating demand for VR content on the platform. To actively develop in this direction, we are attracting investors and franchisees, which will make it possible to scale up exponentially. Constant marketing support of the parks will crcreate hype around them, and as a result, visitors will learn about the possibilities of the VRT platform and will be able to use it.

We are convinced that developing VR technology depends on its popularization. Therefore, one of our main objectives will be to

create not only a series of games in different genres, but also an entire community ecosystem that enables players to form teams, take part in international competitions, and earn awards for their achievements.

The lack of major plThe lack of major players that could monopolize the market makes it possible to collaborate with competitors and run joint PR-campaigns. Thanks to this approach, companies will be able to share traffic and increase brand recognition. Another advantage of this approach is that no competitor currently has enough content to maintain the same lsame level of customer interest throughout the year. In addition, sharing a customer-base keeps players interested in this type of entertainment.

GENERAL INFORMATION

TOKEN DISTRIBUTION:

0

0

5%

5%

Hard cap: $16,000,000

Soft cap: $3,430,000

Token: VRT, ERC20

Base token rate: 1 VRT = 1 USD.

Base Base token rate is used to determine VRT token price during Token Sale, as is the fact of reaching the Soft Cap or Hard Cap.

Minimum purchase amount: 150 VRT

Maximum purchase amount: 1,500,000 VRT

Accepted curAccepted currencies: BTC, ETH, BCASH, DASH, LTC. Tokens bought for ETH will be distributed to the participants’ wallets on the Ethereum blockchain with a balance closed in smart contracts.

All raised funds will be received and saved in multi-signature wallets.

Pre-sale:

Start of pre-sale: December 5, 2017

End of pre-sale: January 15, 2018

Total funds to raise: $1,000,000

Bonus: 30%

Token Sale:

Start of Token Sale: March 14, 2018

End of Token Sale: April 30, 2018

Total funds to raise: $15,000,000

Bonuses: March 14-31, 2018 +20%

April 1-15, 2018 +15%

April 16-30, 2018 +10%

Fundraising will be done in two stages:

A grand total of 100 million VRT Tokens will be issued, of which, bought tokens will be distributed among participants after the token sale concludes. No further issuing will be permitted.

project partners;

Soft cap

Hard cap

BUDGET ALLOCATION

PERCENTAGE

12

5

$1,852,200

$771,750

TOTAL 100 $15,435, 000

USD PURPOSE

We plan to use the funds raised through the Token Sale over the following two years. The maximum single withdrawal amount is $200,000. The total amount spent during the first 12 months after the end of the fundraising may not exceed 40% of the total amount raised.

Raised funds mRaised funds may be spent on purchasing equipment, paying for tasks related to the development of the VRT platform, construction of new VR game parks and content development, and staff and contractor pay. These funds may not be spent on equipment or real estate with a price of over $25,000 if these purchases are not directly related to the company’s core business or if the investment cannot be be recouped within two years. Expenses under $5,000 related to the business activities of the company or its subsidiaries will be reported as a single line item.

Reports on the allocation of funds and profits from investments will be available to all token holders once the report has passed an audit.

REGULATORY RISKS

Blockchain technology, which includes issuing tokens as part of the Token Sale process, is still being actively debated by regulatory bodies in many nations. As a result, there is no clear legal framework that covers all aspects of this technology. Therefore, the concept and functionality of the Vthe VRT platform may undergo significant changes in response to new laws and regulations regarding cryptocurrencies.

Active Beacon: a device consisting of a microchip with a radio antenna, a battery and eight infrared lights. Each of these beacons is programmed with a different blink rate.

Motion Capture (Mocap) Camera: a camera that tracks player movements in VR parks and is equipped with an infrared filter.

ViVirtual Reality: an artificially created world, experienced through human senses (sight, hearing, touch, smell and others). To create a believable perceived sensory input, the virtual reality is synthesized via computer technology in real time.

Head Mounted DHead Mounted Device (HMD): a device that allows partially immersion in the virtual reality world, creating a visual and acoustic effect of presence in the space defined by the control device. This kind of design is worn on the head or as part of a headset that has a display and a speaker system.