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Industrial Illusions (by Cameron Ruland)

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INDUSTRIAL ILLUSIONS (II)

THE FUTURE OF ANIMATION

By: Cameron Ruland

THE BEGINNINGS

  • The idea for II came from a convention held on October 4, 2013 regarding the future of
  • the many companies of Hodges Inc. It was called the Geography Project.
  • A group of researchers was set aside for the development of a realistic simulation system (RSS).
  • In 2020, we reached a breakthrough in VR technology and decided to sell our new idea as a game system.
  • Since then, we've moved our HQ to Tokyo, Japan.

Funding

  • Since we became involved in marketing instead of research, the government has stopped funding II.
  • So, we've used our new location to partner with the Tokyo Stock Exchange, the largest exchange in Japan.
  • Investors provide the base funding for manufacturing the systems, employee paychecks, and other expenses.

our product

  • The virtual reality system that we sell is called the iLlUsioNAtoR.
  • The player lies in a capsule, and two nodes in the machine send out waves that interact with the brain.
  • This creates the "illusion" that the player experiences.
  • When they want to stop, receiver nodes detect their will and stops the simulation.

MANUFACTURING, RESEARCH, and materials

  • We have researchers in our facility who design components for the machine.
  • We then use our partnership with BHT Billiton, the largest mining company in the world, to get our materials.
  • From there, robots programmed with the blueprints assemble each iLlUsioNAtoR.
  • We then deliver and export the iLlUsioNAtoR elsewhere.
  • The specific raw materials we need, by the way, are copper, rubber, glass, silicon, other metals, and uranium.

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