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Building the “pulse watch”
for the brain
HUMAN ATTENTION
IN FOCUS
Focused human attention is scarce
and a valuable resource where
▪ correct decisions matter
▪ judgement is crucial
▪ reaction times are critical
It is the backbone of thriving industries
▪ conducting manual precision tasks
▪ operating vehicles and machinery
▪ steering complex equipment
▪ performance in racing and esports
aviation and air traffic control eSports
precise motoric tasksoperating vehicles
Focused human attention is in high demand
Managing attention badly has severe consequences
Changes in cognitive load can lead to
performance decay and human error
▪ slow-down of reaction-time
▪ wrong or hasty decisions
▪ bad execution
▪ missing out on information
Slips of attention and fatigue are the root
cause in more than 80% of these cases
Our fast-paced, technology-enabled lifestyle
fosters 'attention drags' that lead to dangerous
scenarios short-term and over prolongued
periods of time
reaction time loss of focus
'accuracy'
'speed'
'signal detection'
blindspots
blurry vision
Non-invasive brain tracking is going mainstream
In the last three decades technologies to
measure heart-related signals were
conceptualized, developed and commercialized,
gradually reaching mass-market appeal.
biofeedback subject
cuffs, sensors & co.
traditional measurement methods modern, user-friendly solutions
>> Brain-monitoring is the next frontier in biofeedback and will enable higher performance, better accident avoidance and various medical applications
EEG
data from wearable pulse measurement device
data from specialized AR glasses / high-end camera
1990 - 2020
2020 - 2030
We have the right team, patent, partners and
customer pipeline in place to record, analyze
and interpret correlates of attention and
cognition (like eye-movements, eye-blinks),
pointing at fatigue and mental irregularities.
We collect attention data
to derive the necessary
cross-industry insights on
our data-driven biofeedback
analytics platform.
Gathering signals across multiple
domains increases the validity of our
attention preditction.
SportsTech
eLearning /
EdTech
eSports data source
Control rooms
data source Automotive
Digital Health
Our platform enables reliable attention prediction
App Layer
domain experts from
different industries can
dock onto our platform
Burst.dk
E-sailing
Gen.G
Soccer
FTI
CHC
AAL
ITEA
E&Co
= use cases in pipeline
= starting verticals
Gen.G = Korean global top 10 esports team
burst.dk = Danish SimRacing world champion
e-sailing = proprietary Danish esports discipline
FTI = EU program for medical eLearning
CHC = Children‘s Health Care Impact Competition
AAL = EU program for active assisted living
ITEA = industrial software innovation cluster
E&Co. = automotive consulting partner company
Aviation / air
traffic control
Dazzle.edu
Defense
Our starting verticals
Our technology will be useful in many industries, however, ideal
to start are eSports and soccer (goal keeper training), given:
- no regulatory hurdles
- high performance is of utmost importance and makes
the difference between winning and losing
- high openness of stakeholders, no long B2B sales cycles
- top teams spend heavily on performance improvement
in order to gain an edge over their competition
Our ambition is to help catalyze peak performance
by building a “pulse watch for the brain“
To get there, we combine
- machine vision
- neuroscience
- data analytics
Attention is key in SportsTech applications
Goalkeeper trainingTalent search
Fitness report
Effective
trainings
Real-time
Competition
Dashboards
Field player training
= MVP in development
Jeremy Pressman
ADvantage SportsTech VC fund, backed by Adidas
esports is a fast-growing industry, getting
professional and becoming profitable
… it is also ideal for collecting even the
most subtle bio-signals
➔ Players spend 10+ hours a day at the screen in
laboratory-like conditions and show extremely high
motor-cognitive activity (up to 400 actions / minute).
In comparison, little happens in cars and control rooms
Killing two birds with one stone: The business case for esports
Global competition in
esports is increasing
with several hundred million
gamers and viewers globally
... esports is becoming one of the
most competitive sports disciplines
... where top teams are sponsored by
the world‘s largest brands
Teams work hard for
years for one big goal: WINNING championships
... making the winners rich and famous
Working hard ≠ working smart
Players train 10+ hours/day,
lacking reliable signals of mental exhaustion:
- wasting time and energy in training
- lacking performance awareness during competition
“The missing link“
to peak performance
physical athletes have reliable performance indicators
(e.g. lactate test, heart-rate, lung capacity, etc.)
esports athletes lack reliable cognitive indicators:
noticing declining performance too late
“What you cannot measure, you cannot predict“
The Solution: Biofeedback 2.0
Our founder Christian Kusmitsch, PhD
is a neuroscientist
His research field is human attention –
advocating “our eyes reflect brain activity“
One of his patents is applicable for this venture
By interpreting a set of eye-related parameters,
we can measure and predict mental load
We are NOT eye-tracking technology (where focus is on gaze direction)
but neuroscientific brain tracking. Further details are in the appendix
The product
We partner with several high-end augmented
reality glasses manufacturers that enable us to
record eye-related parameters of players at very
high spatial and temporal resolution
We analyze and compare captured data to
individual history and peers
Feedback to player, coach (and media stream)
on the status quo of mental load
Enabling performance at highest levels
We partnered up with world leaders in esports
Their professionally managed teams aim to
maximize performance in training and competition
We help them to*
- optimize training
- swiftly adapt tactics in competition
- identify “hidden talents“
Sogang University,
Game Education Center,
Seoul, South Korea
*further details in appendix
Transitioning from consulting into a SaaS product
Initially, we conduct performance advisory (AaaS = Analytics as a Service) in order to
optimize data capturing, finetune our algorithms and build up our platform which will
gradually result in a training software suite that will be sold as a SaaS solution
Core elements of our envisioned SaaS end-product:
Business model in (e-)sports*
analytics-as-a-service
software-as-a-service
data streaming licensing fees
partner hardware (high-end AR glasses) proprietary hardware (gamer buff cam)
consulting revenue
software salespro gamers
pro gamers and B2C market,
game publishers
media and other ecosystem
stakeholders (B2B)
*in other verticals we will also strive to generate SaaS revenues (mainly licensing fees), leveraging cross-industry data, collected on our platform
revenue streamtarget group
large market opportunity in
Asia‘s vibrant esports
betting ecosystem
Traction
Partners InvestorseSports TeamsHardware R&D - Grants
Performance at highest levels requires partners with domain expertise
• We partnered up with world leading esports teams from different verticals
• We enter the market offering performance advisory (AaaS) in Europe and South Korea
• Discussions in other industries have been conducted (e.g. Automotive, MedTec), interest has been confirmed
several co-investor
commitments
Co-founders: Expertise in neuroscience, health and business
Christian Kusmitsch, PhD
Chief Executive Officer
• PhD in Neuroscience, University of Vienna
and University of California San Diego (UCSD)
• Brain researcher at the Institute of Public Health Vienna
• Management consultant focussing on pharma and healthcare
• Former R&D and innovation manager at UBIMET, a Red Bull company
Aladar Tepelea
business development
• Corporate finance and investor relations professional
• Partner in strategic innovation consultancy
• Connector to venture investors, lecturer on business development
• Former BlackRock and Novartis strategy manager
Technical team: Deep know-how of seasoned experts
Grischa Meyer, PhD
Chief Technology Officer
• Scientific Application/Infrastructure Specialist at Roche
• Full-stack Engineer at real-time speech analysis venture
• Founder of several technology startups
• Senior Software Engineer and Application Architect at
Monash University, responsible for architecture,
development, operations for open-source data
management solutions focused on large scientific data
• PhD in Biophysics from University of Queensland,
conducting several projects on software platforms,
including one on high-performance computing
Dipl.-Ing. Dr. Kurt Schröder
machine vision and hardware development
• Electrical and communication engineering studies at
the University of Technology in Vienna
• Habilitation in the field of high-power laser technology
• Professor at the Department of Nonconventional
Processing, Forming and Laser Technology (Faculty of
Mechanical Engineering), Vienna University of Technology
• Founder of iiNES - Innovative Engineering Solutions GmbH:
engineering advisory for electrical and mechanical engineering;
handling projects in hardware and software development
focusing on measurement engineering, automation engineering,
embedded systems, audio and video signal processing
Christian Stampf
machine learning and platform development
• Former automotive IT executive
• Deep learning setup and integration
• Web and App development for dashboard and backend
• Behavioral scientist, optimizing engagement metrics
• Long-standing work experience in China and Taiwan,
familiar with local cultural specificities
Christian Kronseder
data science
• Professor for data science at FHNW Switzerland, School of Life Sciences
• ETH and Oxford University Alumnus
Alexander Lorz
technology platform
• Founder aiso-lab: consulting enterprises on AI solutions
• PhD in Applied Mathematics, University of Cambridge
• Associate Professor at the Sorbonne and the Pierre and Marie Curie University
• Referee for journals and institutions, e.g. Nature Communications
Michael Schmutz
marketing
• Seasoned marketing and PR executive
• Strong background in marketing of innovative technical products
• Creative Director at Y&R, Wunderman
Advisory board: Broad range of expertise and large network
Alfred Stepan
finance
• Deputy Head of Finance at one of the market leaders in the health care sector
• Specialist in financing R&D infrastructure
Reinhard Stary
strategy
• Insurance top-executive, CEO/CFO/ board member in high-tech companies
• LBS and Columbia University Alumnus
Why now?
• Recent technological developments (high-quality camera affordability, increased frame-rates and resolution, faster CPUs, scalable
neural networks for deep learning) enable us to leverage the previously conducted research of the founder
• We own a patent that covers the functionalities and workflows of the product
• Working prototype for dry-eye detection is ready and can be adjusted to the industry-specific use cases
• The starting vertical of e-sports is ideal as it allows for data-collection in non-hazardous environments: its outcomes are transferrable
to other human-machine interfaces. It is a large and fast-growing market on the brink of professionalization. We have secured academic
and industry partners in South Korea, the leading country in this domain for conducting paid proof-of-concept projects
• Integrating further signals will enable us to add functionalities (e.g. pulse measured via camera filters, voice sentiment via headsets)
• Trend to VR/AR and gamification is ideal for behavioural data collection (headsets) and combination of signals (player performance)
• Self-measurement is a growing trend (e.g. FitBit, health apps), brain signals will be a further milestone on the road to the 'quantified self'
• Direct competition is overestimated: consumer(research) applications use eye-tracking to determine gaze direction for identifying
points of interest which is functionally fundamentally different from vision-based attention monitoring outside of their scope.
We look for
• investors, ideally 'smart money', opening doors next to financial investment
• soccer / esports teams for paid performance advisory
• projects in other industries, e.g. media companies interested in analytics
ContactHUMANATTENTIONINFOCUS
Dr. Christian Kusmitsch
Co-founder, CEO
c.kusmitsch@mindset-technologies.at
+43 664 511 2955
Vienna, Austria
Aladar Tepelea
Co-founder, business development
aladar.tepelea@evitive.net
+41 77 9234 961
Zurich, Switzerland
“The best way to predict
the future is to create it“
Peter Drucker
The second best way is to fund it –
we look forward to discuss
collaboration opportunities with you.
APPENDIX
F.A.Q. – Frequently Asked Questions
• How are you different from eye-tracking applications?
For us gaze direction is less relevant, for our machine learning algorithms we use entirely different input variables (e.g. pupil dilation, facial
blood flow)
• Is the company Tobii a competitor for you (in e-sports and beyond)?
Their company is focusing on gaze direction and eye-directed AR motion controls with comparatively low-resolution (of time) cameras.
We use different signals, have different use cases and our partner Viewpoint System has the required hardware to record and process the
high-resolution, highly calculation-intensive data.
• What about other competitors?
Direct competition is overestimated: consumer(research) applications use eye-tracking to determine gaze direction for identifying points of
interest which is functionally fundamentally different from vision-based attention monitoring which is outside of their scope.
• Are you exclusively using the eyes for detecting attention levels?
We also use additional signals like facial blood flow and depending on the use case, we can add signals like keystrokes,
(macro-)movement sensor data, voice inputs, etc.
• Why do you need external hardware – could you not just use phone / screen cameras?
In order to detect subtle signals like changes in blinking rate we need equipment which can process these kind of inputs.
At the same time, our calculations require high amounts of processing power. Therefore they should not run on the user’s device, but on
ours, externally (in order not to compromise performance).
Hence, we run on a specialized chipset combined with cloud analytics. This can change in the future as hardware communication interfaces
will advance.
Benefits in training
Our platform enables unprecedented observation and interpretation of long-term changes in
mental capacity / endurance and comparison with individual and peer group training history
Maximized training outcomes enabled by biofeedback
• Optimized training time, length and methods to increase fatigue resistance and mental endurance
• Test players’ reaction to new strategies, not just tactical responses but also emotional reactions
Improved talent management given real-time analytics
• Better handling of strengths, weaknesses and hidden potential across the “player life-cycle”
• Identification of new talents in bootcamps, gaming fairs and beyond with objectifiable KPIs
#eSports
Benefits in competition
Our platform provides unprecedented biofeedback on a) the required mental capacity imposed
by the game flow, b) players’ current cognitive load and c) objectified emotional state in later stages
This allows for better team guidance via in-game tactical adjustments
• Team coaches have an ongoing overview of players’ residual mental capacity / “vital parameters”
enabling them to orchestrate attacks when mental power is high and retreat / regroup when
performance lows are in sight
• Emotional reactions can be validated by objective neuroscientific indicators so that coaches can
intervene with timely feedback, lowering the likelihood of overreactions / players “going rogue”,
resulting in a “pointless action mode” (PAM)
#eSports
Benefits for media and fans
Player attention data is poised to be one of the key metrics
in esports given its big influence on tournament results
Opportunity for broadcasters to provide more insight into
game dynamics, satisfying fanbase and more easily
onboarding new fans
Monetized via data licensing to media and betting providers
“Mental load metrics will become as important in esports as ball possession statistics in soccer”
Christian Kusmitsch, CEO - Mindset Technologies
#eSports
Mass-market buying power: Amateur gamers increse spending
Total gaming equipment cost:
$ 3310 –$ 8540
Our target sales price: $450
Makesup only 5%of the total costs for
upper-rangegamingequipment
$ 450
5.0% Gamersarewillingtopayforperformanceincreases–oursolutionwouldbetopoftheir
peripheralsshoppinglist,rightafterahigh-performancemonitor,accordingtosurveys
#eSports
Market size & fit
Largest user group**, low penetration and low conversion rate
This segment is heterogenous by nature and contains users from office
workers (eye strain reduction), up to “mental load self-measurers“.
What they have in common is a motivation to reflect on their bodily and
mentalstates.
Fast followers of professional teams shall be addressed. The
experienced value of mindSet+ and increasing deployment in the
professional market will kindle the interest of amateur / hobby gamers.
As a target segment the hobby gamers are a homogenuous and
“organized“ group, at least organized through the games they
play – and they are many. Especially Core Gamers* as a sub-group
are interesting since they spend more than 6 hours/week playing and
78% invest their money in order to be better equipped into specific
gaming peripherals like headset, keyboard, mouse.
“Core Gamers (CG)“
The Big Mass of PC users
esp. Healthy & “Quantified Self“Users
200 Mio. esports worldwide
*a deductive estimation derived from these figures: https://newzoo.com/insights/articles/the-disconnect-between-brand- loyalty-and-sales-in-the-gaming-peripheral-market/
**https://www.statista.com/
1.3bn PC usersglobally**
StrategicMarkets
Opportunistic
Market
High and fast penetration is amust!
The Niche is developing towards a massmarket.
The segment of professional esports athletes represents the smallest
but most important target group by far.
1
2
3
Priority
Professional
Teams
#eSports
Market and opportunities
esports: our preferred niche for many good reasons
1. More and More…
…players worldwide: esports has around 250m players – only
soccer has more as a global sport. Experts predict that it will
surpass even soccer within the next 20 years.
• The emergence of franchise in esports boosts
market value
• GPU power and Interface Technologies (VR)
• Convergence of Business Models “Sports“
and “esports“ and growing interaction
between traditional sports and esports
• The growth of video-on-demand and
broadband internet connection
• Big Data Analytic Tools squeeze out more and
more actionable data
• Value for money of optical devices
4. Recognition as an
official sport
Competitive esports is considered a sporting activity
and the players involved prepare and train with an
intensity which is comparable to athletes in
traditional sports.
2. Thriving Business…
…and tremendous growth: Revenues in esports are
rising with an annual growth rate of 38.2% in 2018
reaching $ 906m.
3. Drivers of growth
5.Gap: Professionalism and
Training
The athlete’s performance is unpredictable and
training plans are rarely based upon capabilities &
progress. Coaches / team managers do not know
the current state of their team, nor that of single
team members. Today making changes within a
team is more or less an educated guess!
6. From “Niche“ to Masses
After starting sales in the professional niche a semi-
professional product will be developed for the vast
overall gaming market. Big data crunching on
mental load of various player types will both boost
mindSet+ performance and allow entry into other
mentally demanding niches or areas relying on
awareness of the operator’s mental state.
7. Spending on hardware
...is generous: even with a price of EUR 450.- / set: the share out of total hardware spending is around 5%. That
goes for every segment. While professional gamers monetize on their performance, non-professional gamers will be motivated
by continuous tracking of their mental load and improving their gaming results.
©unlimited.ideasadvisory
2019
#eSports
Early detection use cases for children
Mental health and neuro-developmental disorders
Children have a high propensity to play cognitive games which can be used to
retrieve psychophysiological correlates of attention, e.g. blink rate speed changes.
Continuous behavioral monitoring facilitates more reliable early diagnosis (and
treatment) of neurological disorders.
The interpretation of unusual patterns can help detect warning signals for
pathological irregularities and changes in brain function like autism and ADHD
(attention deficit hyperactivity disorder).
#MedTech
Early diagnosis of aging-related neuro-degenerative disorders
Continuous monitoring of eye-related parameters can detect early signals of mental degradation and
neurodegenerative diseases, e.g. Parkinson’s and Alzheimer’s disease.
In this context, interpreting eye behavior serves as proxy for pathological
changes in brain function which can be induced by different factors.
Changes of neurotransmitters in the brain influence eye-movement
patterns which consequently significantly deviate from the norm.
Early detection can have significant benefits, enabling timely treatment
(e.g. cognitive training) to alleviate symptoms and improve quality of life.
We have submitted a research proposal to the European Commission’s call for Active Assisted Living (AAL):
http://www.aal-europe.eu/
Early detection use cases for elderly
#MedTech
Optimized curriculum design
Testing learning content with students in AR/VR environments allows for insights on apprehension and fatigue. This
enables optimization of content for easier, resource-efficient (e-)learning which results in better use of lab hours and
medical equipment.
Process mining and quality management
Learning new skills depends both on the viewer’s attention and the underlying device design and user experience.
By analyzing device usage in VR we can identify friction in the process and avoid accidents / inefficient use.
We have submitted a research proposal to the European Innovation
Council’s (EIC) Fast Track to Innovation (FTI) program with several
international partners from the public and private sector:
https://ec.europa.eu/programmes/horizon2020/en/h2020-section/fast-track-innovation-pilot
Microsoft HoloLens augmented reality support of surgical and learning environments demonstrating industry’s future
https://www.linkedin.com/posts/adamdanyal_techthatmatters-surgery-healthcare-activity-6647665003585511424-AvCo
https://www.linkedin.com/feed/update/urn:li:activity:6715284322758344704/
Improving medical education / training
#MedTech
Deep-dive: use cases in education
Heavy use of
cameras and
algorithms in
education seems
alien to us...
#EdTech
DeepTech is conquering education, starting in Asia
...while in Asia
(e.g. China, Korea
and Singapore)
it is daily reality!
TRACKING TO SEE WHAT STUDENTS
#EdTech
Our chance to shape the future of education
• Media perception – surveillance of students based on eye-related and general behavioral cues, issuing warnings
when unproductive timespans occur. This optimizes learning outcomes and via better management of breaks and
supports education quality reporting (e.g. in high-paid private tuition).
• Curriculum design – increased effectiveness of live training, e-learning and digital exam content, enabled by
AR/VR-insights resulting in the possibility to optimize content for easier learning and test apprehension.
• behavior supervision – more reliable early diagnosis of neurological disorders like ADHD (attention deficit
hyperactivity disorder) through continuous eye-movement monitoring and interpretation of observed patterns as
indicator for pathological irregularities and worrisome changes in brain function
Given our deeptech background we can add value in Asian markets with additional functionalities
(attention-specific cues, audio/video/motoric signal combination) and be first-movers in Western markets
further information on the competitive Asian education landscape and technology usage therein
general landscape - full video: https://www.youtube.com/watch?v=sT9N5pd5lvc&list=PLVFO2_RVGGj0I1KbHYy-U0cO2VMty5N3E&index=16
technology usage - minutes 0:33 – 0:42: https://www.youtube.com/watch?v=d0fO-Tisyxs&list=PLVFO2_RVGGj0I1KbHYy-U0cO2VMty5N3E&index=4
#EdTech
Solution details
prediction of fatigue and attention
loss by analyzing individual mental
load using our patented algorithm
feedback via LEDs in 'traffic light' mode
▪ easy to understand
▪ personalized
▪ reliable
recording of eye-behaviour and
changes of facial bloodflow, combination
with other signals possible
vision-based brain-load monitor
camera and chip unit
user in front of screen or focused visual field
process
▪ high resolution
▪ high frame-rate
▪ infrared bloodflow scanning
RecommendationCalculation
Messung
Prüfschritt j/n
Prüfschritt j/n
Speicher der
Normabweichungen
Speicher der
Normabweichungen
Prüfschritt j/n
Prüfschritt j/n
Speicher der
Normabweichungen
Speicher der
Normabweichungen
t1
tn
▪ embedded system chip design
▪ machine learning algorithms process biological (!)
signals, combining individual baseline with
historical and peer group data
system requirements and action loops
behaviour-based signal adaptation
▪ simple 'LED-on' mode based on state
▪ LED blinking mode of different intensities triggered
if no corrective measures are taken
▪ audio recommendations possible
Detection
camera +
chip unit
specialized augmented reality glasseseither
or

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Mindset Technologies - overview

  • 1. Building the “pulse watch” for the brain HUMAN ATTENTION IN FOCUS
  • 2. Focused human attention is scarce and a valuable resource where ▪ correct decisions matter ▪ judgement is crucial ▪ reaction times are critical It is the backbone of thriving industries ▪ conducting manual precision tasks ▪ operating vehicles and machinery ▪ steering complex equipment ▪ performance in racing and esports aviation and air traffic control eSports precise motoric tasksoperating vehicles Focused human attention is in high demand
  • 3. Managing attention badly has severe consequences Changes in cognitive load can lead to performance decay and human error ▪ slow-down of reaction-time ▪ wrong or hasty decisions ▪ bad execution ▪ missing out on information Slips of attention and fatigue are the root cause in more than 80% of these cases Our fast-paced, technology-enabled lifestyle fosters 'attention drags' that lead to dangerous scenarios short-term and over prolongued periods of time reaction time loss of focus 'accuracy' 'speed' 'signal detection' blindspots blurry vision
  • 4. Non-invasive brain tracking is going mainstream In the last three decades technologies to measure heart-related signals were conceptualized, developed and commercialized, gradually reaching mass-market appeal. biofeedback subject cuffs, sensors & co. traditional measurement methods modern, user-friendly solutions >> Brain-monitoring is the next frontier in biofeedback and will enable higher performance, better accident avoidance and various medical applications EEG data from wearable pulse measurement device data from specialized AR glasses / high-end camera 1990 - 2020 2020 - 2030 We have the right team, patent, partners and customer pipeline in place to record, analyze and interpret correlates of attention and cognition (like eye-movements, eye-blinks), pointing at fatigue and mental irregularities.
  • 5. We collect attention data to derive the necessary cross-industry insights on our data-driven biofeedback analytics platform. Gathering signals across multiple domains increases the validity of our attention preditction. SportsTech eLearning / EdTech eSports data source Control rooms data source Automotive Digital Health Our platform enables reliable attention prediction App Layer domain experts from different industries can dock onto our platform Burst.dk E-sailing Gen.G Soccer FTI CHC AAL ITEA E&Co = use cases in pipeline = starting verticals Gen.G = Korean global top 10 esports team burst.dk = Danish SimRacing world champion e-sailing = proprietary Danish esports discipline FTI = EU program for medical eLearning CHC = Children‘s Health Care Impact Competition AAL = EU program for active assisted living ITEA = industrial software innovation cluster E&Co. = automotive consulting partner company Aviation / air traffic control Dazzle.edu Defense
  • 6. Our starting verticals Our technology will be useful in many industries, however, ideal to start are eSports and soccer (goal keeper training), given: - no regulatory hurdles - high performance is of utmost importance and makes the difference between winning and losing - high openness of stakeholders, no long B2B sales cycles - top teams spend heavily on performance improvement in order to gain an edge over their competition Our ambition is to help catalyze peak performance by building a “pulse watch for the brain“ To get there, we combine - machine vision - neuroscience - data analytics
  • 7. Attention is key in SportsTech applications Goalkeeper trainingTalent search Fitness report Effective trainings Real-time Competition Dashboards Field player training = MVP in development
  • 8. Jeremy Pressman ADvantage SportsTech VC fund, backed by Adidas esports is a fast-growing industry, getting professional and becoming profitable … it is also ideal for collecting even the most subtle bio-signals ➔ Players spend 10+ hours a day at the screen in laboratory-like conditions and show extremely high motor-cognitive activity (up to 400 actions / minute). In comparison, little happens in cars and control rooms Killing two birds with one stone: The business case for esports
  • 9. Global competition in esports is increasing with several hundred million gamers and viewers globally ... esports is becoming one of the most competitive sports disciplines ... where top teams are sponsored by the world‘s largest brands
  • 10. Teams work hard for years for one big goal: WINNING championships ... making the winners rich and famous
  • 11. Working hard ≠ working smart Players train 10+ hours/day, lacking reliable signals of mental exhaustion: - wasting time and energy in training - lacking performance awareness during competition
  • 12. “The missing link“ to peak performance physical athletes have reliable performance indicators (e.g. lactate test, heart-rate, lung capacity, etc.) esports athletes lack reliable cognitive indicators: noticing declining performance too late “What you cannot measure, you cannot predict“
  • 13. The Solution: Biofeedback 2.0 Our founder Christian Kusmitsch, PhD is a neuroscientist His research field is human attention – advocating “our eyes reflect brain activity“ One of his patents is applicable for this venture By interpreting a set of eye-related parameters, we can measure and predict mental load We are NOT eye-tracking technology (where focus is on gaze direction) but neuroscientific brain tracking. Further details are in the appendix
  • 14. The product We partner with several high-end augmented reality glasses manufacturers that enable us to record eye-related parameters of players at very high spatial and temporal resolution We analyze and compare captured data to individual history and peers Feedback to player, coach (and media stream) on the status quo of mental load
  • 15. Enabling performance at highest levels We partnered up with world leaders in esports Their professionally managed teams aim to maximize performance in training and competition We help them to* - optimize training - swiftly adapt tactics in competition - identify “hidden talents“ Sogang University, Game Education Center, Seoul, South Korea *further details in appendix
  • 16. Transitioning from consulting into a SaaS product Initially, we conduct performance advisory (AaaS = Analytics as a Service) in order to optimize data capturing, finetune our algorithms and build up our platform which will gradually result in a training software suite that will be sold as a SaaS solution Core elements of our envisioned SaaS end-product:
  • 17. Business model in (e-)sports* analytics-as-a-service software-as-a-service data streaming licensing fees partner hardware (high-end AR glasses) proprietary hardware (gamer buff cam) consulting revenue software salespro gamers pro gamers and B2C market, game publishers media and other ecosystem stakeholders (B2B) *in other verticals we will also strive to generate SaaS revenues (mainly licensing fees), leveraging cross-industry data, collected on our platform revenue streamtarget group large market opportunity in Asia‘s vibrant esports betting ecosystem
  • 18. Traction Partners InvestorseSports TeamsHardware R&D - Grants Performance at highest levels requires partners with domain expertise • We partnered up with world leading esports teams from different verticals • We enter the market offering performance advisory (AaaS) in Europe and South Korea • Discussions in other industries have been conducted (e.g. Automotive, MedTec), interest has been confirmed several co-investor commitments
  • 19. Co-founders: Expertise in neuroscience, health and business Christian Kusmitsch, PhD Chief Executive Officer • PhD in Neuroscience, University of Vienna and University of California San Diego (UCSD) • Brain researcher at the Institute of Public Health Vienna • Management consultant focussing on pharma and healthcare • Former R&D and innovation manager at UBIMET, a Red Bull company Aladar Tepelea business development • Corporate finance and investor relations professional • Partner in strategic innovation consultancy • Connector to venture investors, lecturer on business development • Former BlackRock and Novartis strategy manager
  • 20. Technical team: Deep know-how of seasoned experts Grischa Meyer, PhD Chief Technology Officer • Scientific Application/Infrastructure Specialist at Roche • Full-stack Engineer at real-time speech analysis venture • Founder of several technology startups • Senior Software Engineer and Application Architect at Monash University, responsible for architecture, development, operations for open-source data management solutions focused on large scientific data • PhD in Biophysics from University of Queensland, conducting several projects on software platforms, including one on high-performance computing Dipl.-Ing. Dr. Kurt Schröder machine vision and hardware development • Electrical and communication engineering studies at the University of Technology in Vienna • Habilitation in the field of high-power laser technology • Professor at the Department of Nonconventional Processing, Forming and Laser Technology (Faculty of Mechanical Engineering), Vienna University of Technology • Founder of iiNES - Innovative Engineering Solutions GmbH: engineering advisory for electrical and mechanical engineering; handling projects in hardware and software development focusing on measurement engineering, automation engineering, embedded systems, audio and video signal processing Christian Stampf machine learning and platform development • Former automotive IT executive • Deep learning setup and integration • Web and App development for dashboard and backend • Behavioral scientist, optimizing engagement metrics • Long-standing work experience in China and Taiwan, familiar with local cultural specificities
  • 21. Christian Kronseder data science • Professor for data science at FHNW Switzerland, School of Life Sciences • ETH and Oxford University Alumnus Alexander Lorz technology platform • Founder aiso-lab: consulting enterprises on AI solutions • PhD in Applied Mathematics, University of Cambridge • Associate Professor at the Sorbonne and the Pierre and Marie Curie University • Referee for journals and institutions, e.g. Nature Communications Michael Schmutz marketing • Seasoned marketing and PR executive • Strong background in marketing of innovative technical products • Creative Director at Y&R, Wunderman Advisory board: Broad range of expertise and large network Alfred Stepan finance • Deputy Head of Finance at one of the market leaders in the health care sector • Specialist in financing R&D infrastructure Reinhard Stary strategy • Insurance top-executive, CEO/CFO/ board member in high-tech companies • LBS and Columbia University Alumnus
  • 22. Why now? • Recent technological developments (high-quality camera affordability, increased frame-rates and resolution, faster CPUs, scalable neural networks for deep learning) enable us to leverage the previously conducted research of the founder • We own a patent that covers the functionalities and workflows of the product • Working prototype for dry-eye detection is ready and can be adjusted to the industry-specific use cases • The starting vertical of e-sports is ideal as it allows for data-collection in non-hazardous environments: its outcomes are transferrable to other human-machine interfaces. It is a large and fast-growing market on the brink of professionalization. We have secured academic and industry partners in South Korea, the leading country in this domain for conducting paid proof-of-concept projects • Integrating further signals will enable us to add functionalities (e.g. pulse measured via camera filters, voice sentiment via headsets) • Trend to VR/AR and gamification is ideal for behavioural data collection (headsets) and combination of signals (player performance) • Self-measurement is a growing trend (e.g. FitBit, health apps), brain signals will be a further milestone on the road to the 'quantified self' • Direct competition is overestimated: consumer(research) applications use eye-tracking to determine gaze direction for identifying points of interest which is functionally fundamentally different from vision-based attention monitoring outside of their scope.
  • 23. We look for • investors, ideally 'smart money', opening doors next to financial investment • soccer / esports teams for paid performance advisory • projects in other industries, e.g. media companies interested in analytics ContactHUMANATTENTIONINFOCUS Dr. Christian Kusmitsch Co-founder, CEO c.kusmitsch@mindset-technologies.at +43 664 511 2955 Vienna, Austria Aladar Tepelea Co-founder, business development aladar.tepelea@evitive.net +41 77 9234 961 Zurich, Switzerland
  • 24. “The best way to predict the future is to create it“ Peter Drucker The second best way is to fund it – we look forward to discuss collaboration opportunities with you.
  • 26. F.A.Q. – Frequently Asked Questions • How are you different from eye-tracking applications? For us gaze direction is less relevant, for our machine learning algorithms we use entirely different input variables (e.g. pupil dilation, facial blood flow) • Is the company Tobii a competitor for you (in e-sports and beyond)? Their company is focusing on gaze direction and eye-directed AR motion controls with comparatively low-resolution (of time) cameras. We use different signals, have different use cases and our partner Viewpoint System has the required hardware to record and process the high-resolution, highly calculation-intensive data. • What about other competitors? Direct competition is overestimated: consumer(research) applications use eye-tracking to determine gaze direction for identifying points of interest which is functionally fundamentally different from vision-based attention monitoring which is outside of their scope. • Are you exclusively using the eyes for detecting attention levels? We also use additional signals like facial blood flow and depending on the use case, we can add signals like keystrokes, (macro-)movement sensor data, voice inputs, etc. • Why do you need external hardware – could you not just use phone / screen cameras? In order to detect subtle signals like changes in blinking rate we need equipment which can process these kind of inputs. At the same time, our calculations require high amounts of processing power. Therefore they should not run on the user’s device, but on ours, externally (in order not to compromise performance). Hence, we run on a specialized chipset combined with cloud analytics. This can change in the future as hardware communication interfaces will advance.
  • 27. Benefits in training Our platform enables unprecedented observation and interpretation of long-term changes in mental capacity / endurance and comparison with individual and peer group training history Maximized training outcomes enabled by biofeedback • Optimized training time, length and methods to increase fatigue resistance and mental endurance • Test players’ reaction to new strategies, not just tactical responses but also emotional reactions Improved talent management given real-time analytics • Better handling of strengths, weaknesses and hidden potential across the “player life-cycle” • Identification of new talents in bootcamps, gaming fairs and beyond with objectifiable KPIs #eSports
  • 28. Benefits in competition Our platform provides unprecedented biofeedback on a) the required mental capacity imposed by the game flow, b) players’ current cognitive load and c) objectified emotional state in later stages This allows for better team guidance via in-game tactical adjustments • Team coaches have an ongoing overview of players’ residual mental capacity / “vital parameters” enabling them to orchestrate attacks when mental power is high and retreat / regroup when performance lows are in sight • Emotional reactions can be validated by objective neuroscientific indicators so that coaches can intervene with timely feedback, lowering the likelihood of overreactions / players “going rogue”, resulting in a “pointless action mode” (PAM) #eSports
  • 29. Benefits for media and fans Player attention data is poised to be one of the key metrics in esports given its big influence on tournament results Opportunity for broadcasters to provide more insight into game dynamics, satisfying fanbase and more easily onboarding new fans Monetized via data licensing to media and betting providers “Mental load metrics will become as important in esports as ball possession statistics in soccer” Christian Kusmitsch, CEO - Mindset Technologies #eSports
  • 30. Mass-market buying power: Amateur gamers increse spending Total gaming equipment cost: $ 3310 –$ 8540 Our target sales price: $450 Makesup only 5%of the total costs for upper-rangegamingequipment $ 450 5.0% Gamersarewillingtopayforperformanceincreases–oursolutionwouldbetopoftheir peripheralsshoppinglist,rightafterahigh-performancemonitor,accordingtosurveys #eSports
  • 31. Market size & fit Largest user group**, low penetration and low conversion rate This segment is heterogenous by nature and contains users from office workers (eye strain reduction), up to “mental load self-measurers“. What they have in common is a motivation to reflect on their bodily and mentalstates. Fast followers of professional teams shall be addressed. The experienced value of mindSet+ and increasing deployment in the professional market will kindle the interest of amateur / hobby gamers. As a target segment the hobby gamers are a homogenuous and “organized“ group, at least organized through the games they play – and they are many. Especially Core Gamers* as a sub-group are interesting since they spend more than 6 hours/week playing and 78% invest their money in order to be better equipped into specific gaming peripherals like headset, keyboard, mouse. “Core Gamers (CG)“ The Big Mass of PC users esp. Healthy & “Quantified Self“Users 200 Mio. esports worldwide *a deductive estimation derived from these figures: https://newzoo.com/insights/articles/the-disconnect-between-brand- loyalty-and-sales-in-the-gaming-peripheral-market/ **https://www.statista.com/ 1.3bn PC usersglobally** StrategicMarkets Opportunistic Market High and fast penetration is amust! The Niche is developing towards a massmarket. The segment of professional esports athletes represents the smallest but most important target group by far. 1 2 3 Priority Professional Teams #eSports
  • 32. Market and opportunities esports: our preferred niche for many good reasons 1. More and More… …players worldwide: esports has around 250m players – only soccer has more as a global sport. Experts predict that it will surpass even soccer within the next 20 years. • The emergence of franchise in esports boosts market value • GPU power and Interface Technologies (VR) • Convergence of Business Models “Sports“ and “esports“ and growing interaction between traditional sports and esports • The growth of video-on-demand and broadband internet connection • Big Data Analytic Tools squeeze out more and more actionable data • Value for money of optical devices 4. Recognition as an official sport Competitive esports is considered a sporting activity and the players involved prepare and train with an intensity which is comparable to athletes in traditional sports. 2. Thriving Business… …and tremendous growth: Revenues in esports are rising with an annual growth rate of 38.2% in 2018 reaching $ 906m. 3. Drivers of growth 5.Gap: Professionalism and Training The athlete’s performance is unpredictable and training plans are rarely based upon capabilities & progress. Coaches / team managers do not know the current state of their team, nor that of single team members. Today making changes within a team is more or less an educated guess! 6. From “Niche“ to Masses After starting sales in the professional niche a semi- professional product will be developed for the vast overall gaming market. Big data crunching on mental load of various player types will both boost mindSet+ performance and allow entry into other mentally demanding niches or areas relying on awareness of the operator’s mental state. 7. Spending on hardware ...is generous: even with a price of EUR 450.- / set: the share out of total hardware spending is around 5%. That goes for every segment. While professional gamers monetize on their performance, non-professional gamers will be motivated by continuous tracking of their mental load and improving their gaming results. ©unlimited.ideasadvisory 2019 #eSports
  • 33. Early detection use cases for children Mental health and neuro-developmental disorders Children have a high propensity to play cognitive games which can be used to retrieve psychophysiological correlates of attention, e.g. blink rate speed changes. Continuous behavioral monitoring facilitates more reliable early diagnosis (and treatment) of neurological disorders. The interpretation of unusual patterns can help detect warning signals for pathological irregularities and changes in brain function like autism and ADHD (attention deficit hyperactivity disorder). #MedTech
  • 34. Early diagnosis of aging-related neuro-degenerative disorders Continuous monitoring of eye-related parameters can detect early signals of mental degradation and neurodegenerative diseases, e.g. Parkinson’s and Alzheimer’s disease. In this context, interpreting eye behavior serves as proxy for pathological changes in brain function which can be induced by different factors. Changes of neurotransmitters in the brain influence eye-movement patterns which consequently significantly deviate from the norm. Early detection can have significant benefits, enabling timely treatment (e.g. cognitive training) to alleviate symptoms and improve quality of life. We have submitted a research proposal to the European Commission’s call for Active Assisted Living (AAL): http://www.aal-europe.eu/ Early detection use cases for elderly #MedTech
  • 35. Optimized curriculum design Testing learning content with students in AR/VR environments allows for insights on apprehension and fatigue. This enables optimization of content for easier, resource-efficient (e-)learning which results in better use of lab hours and medical equipment. Process mining and quality management Learning new skills depends both on the viewer’s attention and the underlying device design and user experience. By analyzing device usage in VR we can identify friction in the process and avoid accidents / inefficient use. We have submitted a research proposal to the European Innovation Council’s (EIC) Fast Track to Innovation (FTI) program with several international partners from the public and private sector: https://ec.europa.eu/programmes/horizon2020/en/h2020-section/fast-track-innovation-pilot Microsoft HoloLens augmented reality support of surgical and learning environments demonstrating industry’s future https://www.linkedin.com/posts/adamdanyal_techthatmatters-surgery-healthcare-activity-6647665003585511424-AvCo https://www.linkedin.com/feed/update/urn:li:activity:6715284322758344704/ Improving medical education / training #MedTech
  • 36. Deep-dive: use cases in education Heavy use of cameras and algorithms in education seems alien to us... #EdTech
  • 37. DeepTech is conquering education, starting in Asia ...while in Asia (e.g. China, Korea and Singapore) it is daily reality! TRACKING TO SEE WHAT STUDENTS #EdTech
  • 38. Our chance to shape the future of education • Media perception – surveillance of students based on eye-related and general behavioral cues, issuing warnings when unproductive timespans occur. This optimizes learning outcomes and via better management of breaks and supports education quality reporting (e.g. in high-paid private tuition). • Curriculum design – increased effectiveness of live training, e-learning and digital exam content, enabled by AR/VR-insights resulting in the possibility to optimize content for easier learning and test apprehension. • behavior supervision – more reliable early diagnosis of neurological disorders like ADHD (attention deficit hyperactivity disorder) through continuous eye-movement monitoring and interpretation of observed patterns as indicator for pathological irregularities and worrisome changes in brain function Given our deeptech background we can add value in Asian markets with additional functionalities (attention-specific cues, audio/video/motoric signal combination) and be first-movers in Western markets further information on the competitive Asian education landscape and technology usage therein general landscape - full video: https://www.youtube.com/watch?v=sT9N5pd5lvc&list=PLVFO2_RVGGj0I1KbHYy-U0cO2VMty5N3E&index=16 technology usage - minutes 0:33 – 0:42: https://www.youtube.com/watch?v=d0fO-Tisyxs&list=PLVFO2_RVGGj0I1KbHYy-U0cO2VMty5N3E&index=4 #EdTech
  • 39. Solution details prediction of fatigue and attention loss by analyzing individual mental load using our patented algorithm feedback via LEDs in 'traffic light' mode ▪ easy to understand ▪ personalized ▪ reliable recording of eye-behaviour and changes of facial bloodflow, combination with other signals possible vision-based brain-load monitor camera and chip unit user in front of screen or focused visual field process ▪ high resolution ▪ high frame-rate ▪ infrared bloodflow scanning RecommendationCalculation Messung Prüfschritt j/n Prüfschritt j/n Speicher der Normabweichungen Speicher der Normabweichungen Prüfschritt j/n Prüfschritt j/n Speicher der Normabweichungen Speicher der Normabweichungen t1 tn ▪ embedded system chip design ▪ machine learning algorithms process biological (!) signals, combining individual baseline with historical and peer group data system requirements and action loops behaviour-based signal adaptation ▪ simple 'LED-on' mode based on state ▪ LED blinking mode of different intensities triggered if no corrective measures are taken ▪ audio recommendations possible Detection camera + chip unit specialized augmented reality glasseseither or