All 10 #AIShowBiz PitchFest Award Entries

#AIShowBiz PitchFest Award 10 Finalists

A) Mark Netter, Dark Program Productions, LLC


Imagine yourself in appearing in the very movie that you are watching on your tablet or phone. That’s the goal of the NIGHTMARE CODE: PROJECT ROPER APP – to make the first movie that you not only watch, but watches you back! Based on the award-winning movie, NIGHTMARE CODE, the first feature film told entirely from the POV of an artificial intelligence (named ROPER), this app will, with user opt-in, access the viewer’s camera, photo library and Facebook assets to place them in the film itself — in real time.

NIGHTMARE CODE is an 89-minute psychological sci-fi thriller about behavior recognition, behavior modification and 24/7 surveillance. Imagine THE SHINING in a start-up, as told by H.A.L. from 2001: A SPACE ODYSSEY. It tells the cautionary story of a young, hopeful computer programmer, Brett, brought into finish a top secret surveillance project left unfinished thanks to the mysterious death of its creator. However, the deeper Brett loses himself in the program at hand, the more inescapable he finds himself, until the stomach-wrenching truth behind the project becomes all too real. It was released in 2015 on iTunes, GooglePlay, Amazon and a dozen other digital platforms, and DVD/Bluray. It won The 2015 Philip K. Dick Science Fiction Film Festival, Best Thriller at The 14th Annual Shriekfest Horror & Science Fiction Film Festival and other festival honors.

Starburst magazine calls NIGHTMARE CODE “a snappy, thoroughly modern take on sci-fi horror.” Found Footage Critic says it “has high re-watch value as it’s virtually impossible to take in all of the information provided in one viewing.” Sensitive Skin magazine says NIGHTMARE CODE “is heir to 2001.” As it is told from ROPER’s POV with surveillance camera, PC camera and eyeglass camera, for at least half the movie the screen is divided into four quads, like a surveillance monitor. Some of these quads are filled with static-textured images copying the clearer frames also on-screen at the same time, as if ROPER is attempting to duplicate and manipulate the footage it is capturing.

For the NIGHTMARE CODE: PROJECT ROPER APP version of the movie, we propose filling many of those frames with actual viewer images, appearing in the quad frames during the movie-watching experience.

Here’s how it will work:

• Users who have purchased/downloaded the app to their tablet, mobile device and/or PC (depending on the ability of the programmers to port the code) will be prompted to grant access to their camera, photo library and Facebook profile. For the latter we will ask to access photos, video and Friend lists, all to provide a variety of video and photo content sources for the app viewing experience.

• During development of the app, the director (Mark Netter) will work with the programmers to choose which quad frames can be replaced with real-time user assets. The programmers will also program the app to apply the same “static” currently used in the film to the user assets, in various degrees of image discernibility.

• Once the user begins playing the movie, the app will fill the chosen quad frames with a variety of video and images as chosen by the program. These choices will be somewhat random, but during Alpha and Beta testing we will determine the optimal asset choices depending on where the replacements appear in the film. For example, it may make sense to start with more benign images from the user’s library and become more intrusive as the film continues – more Facebook Friends images, more use of the user’s built-in camera, whatever creates the strongest feeling of being watched. • The experience should always be somewhat different whenever the user watches the film through the app, driving repeat viewing and increasing the buzzworthiness of the experience.

• The default for a lack of user opt-in or any other need to fill the chosen frames will always be the original movie (as a failsafe).

• Users can snap screenshots at any time, helping them capture the unique moments of their viewing experience, encouraging multiple viewings, and enabling the app to create user-generated content that they can share themselves as social media marketing for the app.

• Developer will also add a new opening interface and app development credits to the movie, probably through a home screen interface where users control settings and can launch the movie.

• Developer will be responsible for meeting all iTunes, GooglePlay and any other approval protocols, and handling submission. While we expect the novelty value of NIGHTMARE CODE: PROJECT ROPER APP to be a press-worthy draw, the deeper meaning and importance of the app is as a new benchmark in movie watching.

While great filmmakers like Alfred Hitchcock and Stanley Kubrick always find ways to voyeuristically implicate the viewer into the story they are watching, this will be the first time that the viewer is actually embedded into a film, raising tensions levels, calling into question the intrusion of advancing technology into our lives, and creating an intensely visceral warning about the nature of modern surveillance – an issue that will only grow in the times ahead. And, as the app will make each viewing of the film a somewhat unique experience, with different user images evoking different emotional reactions, the NIGHTMARE CODE: PROJECT ROPER APP will call into question the whole idea of a common audience experience in brand new way, worthy of debate for years to come.

B) Robit Hairman, Protagonist Studios

Protagonist Studios was formed to build a system to produce verbally and physically interactive movies. Now we plan to bring the tech to market. Current Virtual Reality Movies and Video Games, though smart in many ways are incapable of real dramatic interaction because they are verbally inarticulate. In the same way as film evolved from silent movies to talkies, The Protagonist System simulates dramatic characters to generate narrative and realize verbally interactive movies and TV shows.

Protagonist represents 20 years of research and experimentation under the aegis of my companies, The Personality Factory, Talkie and Protagonist Studios, in process accumulating two patents for the system. How did I get here? In the early 90′s while building a CD-ROM of a “Brief History of Time” I had the good fortune to meet Stephen Hawking. I asked: “Where do the ideas of science come from?” Dr. Hawking, who usually took his time composing an answer, was quick to respond. “Science fiction”, he said. This is the idea that got me going on my quest to make interactive movies. There were plenty of fictional representations of simulated actors. Speilberg’s AI, Ex Machina, Total Recall and ust about every movie based on a Philip K Dick novel.

Blade Runner featured a simulated person —actually you had a real actor portraying a simulated person. Jeff Kleiser, one of the outstanding computer graphics pioneers even coined the term Synthespians for his animated characters. But to me they weren’t really Synthespians unless they could act autonomously, unless we really simulated actors and beyond that created interactive movies. My fascination with interactive characters led me to meet with the Great natural language guru , the psychiatrist Doctor Ken Colby, who created Parry –a computer simulation of a paranoid patient. Parry introduced me to the idea of a “verbal algorithm” and the observation that paranoid states can be triggered by key concepts, groups of keywords. Dr. Colby had also enlisted his extended family to create a natural language database of more than 10,000 concepts. This program “Overcoming Depression” achieved two notable milestones One a computerized psychiatric program that was actually effective, and two a significant advance in cognitive psychology. With Dr. Colby’s cooperation I created a character to represent the program, running on a single computer at our studio in Venice. We named it Dr. Phoenix. It was a big hit and attracted many patients, plus got us a Smithsonian/Computerworld, Heroes of Software” award.

For our next venture “Scoop,” a journalism Game for kids, we built twenty five verbally interactive 3d characters which the kids interviewed and composed a story. We used Dr. Colby’s database but added two new features: Conversational Threading -the ability for a character to maintain more than one thread of a conversation and “The Mood Organ” – the ability for a character to respond appropriately to his mood. These all were inspired by Parry and precursors to Protagonist.

Protagonist replaces moods with D-Modes, goal directed behavior. When the internet had enough bandwidth we took our interactive characters to corporate America and created more than 60 Customer Service characters called “Talkies” for companies like Sprint PCS and Intel. Now, with VR and advanced video games burgeoning and the Convergence between the television industry, a $134 Billion market. Source: Statistica., the video game industry, estimated to be worth $242 billion, Source: The U.S. Market for Video Games and Interactive Electronic Entertainment, from DFC Intelligence, and the emerging virtual reality industry, Total revenue for virtual reality (VR) and augmented reality (AR) is projected to increase from $5.2 billion in 2016 to over $162 billion in 2020, according to the IDC. the demand for verbal interactivity has soared. Chatbots like Siri, Alexa et al have familiarized the act of talking to onscreen characters. Advances in computer graphics and 3-D photography have made possible interactive movies with all the realism imagined by the Star Trek Holodeck. But these remain spectacle without substance. That is why we designed Protagonist.

So how do you make these interactive movies? Following Einstein’s dictum: “Everything should be as simple as possible, but not simpler,” The Protagonist System employs goal directed interactive characters, guided by narrative rules to create stories around a player. The System is a layered matrix of strategies and tactics. The highest layer, we call Dynamic Narrative. This layer chooses the situation likeliest to move the player to the next step in his dramatic quest. Once the situation is establish, charcters are motivated to go after their desired goal, drawing from a library of strategies and tactics, analyzing input for both topical information and discourse acts. We call these characters, Enactors. They can be embodied by both live actors and animated characters. Enactors simulate dramatic characters, not humans, (they are a different breed). Like dramatic characters, they scheme to get you, the player, through the trials and challenges of a story, facing dramatic encounters like the protagonist in a movie.

The time has come to commercialize Protagonist. Tools that didn’t exist five years ago when we built our first prototype are now abundant. In addition natural language processing has hit the mainstream. To market our unique Protagonist System we are seeking Technical Partners to build an authoring application for writers. directors, actors and video game authors. Development partners to make interactive entertainment experiences. Protagonist is poised to enable a new era of interactive movies and TV shows. It’s time has come! If this entry is fortunate to be one of the three lucky recipients of the #AIShowBiz Award we will use the research and development services from Above Solutions to build our authoring application, launch the next step (a machine learning version of Protagonist) and build a prototypical Interactive Movie.

C) Eric Klein, Tockable Inc

Tockables Smart Earrings – Provide beautiful, secure and comfortable wireless audio for 5 Billion smartphone users. Wearable Audio – Tockables are wireless audio that looks and attaches as earrings with a pierce post or clamp.
● Talk on the phone
● Talk with a digital assistant
● Listen to music The Last Inch of the Internet: Apple, Google, Amazon, Facebook, Microsoft ( market value > $3T ) are all developing digital assistants that use an audio Conversational UX. These digital assistants need audio hardware to function.

Tockable, by its patent protected position on the earlobe, is well positioned to be the premier audio conversational UX to digital assistants. Tockables, when connected to a Digital Assistant like Siri or Alexa become Supercomputer Earrings.

● Wired earbud cords are inconvenient
● Consumers want a wireless solution
● Apple iPhone 7 has no audio jack
● Current earbuds suspend from the ear canal:
a) Are uncomfortable & insecure (fall out) b) Antenna-related Bluetooth problems. The the head and ear block Bluetooth c) Are unattractive, not fashionable. Look like big hearing aids. We Own America’s Earlobes! Our issued utility patent claims: Wireless audio that attaches to the earlobe with a piercing or a clamp.

Why the earlobe? The Earlobes are the Beverly Hills of bodily real estate. Location, location, location…
● Line of sight for voice
● Line of sight for Bluetooth (Apple AirPods delayed because of Bluetooth problems, still not fixed)

● Comfortable and secure attachment to soft tissue Tockable is patented: US Utility Patent 8,086,288. The ’288 patent has broad claims covering any wireless audio device that attaches to the earlobe with a piercing post or a clamp.

Tockable will continue to actively protect its intellectual property with utility and design patents.

Market Overview – The Hearables market is still in its infancy but growing fast. The market size is estimated at $5B globally, with a projected 35% annual growth. According to CNBC, 2015 is the “Year of the Ear,” with Hearables projected to be the fastest growing Wearables segment.

5 Billion cellphone users will be looking to upgrade to the convenience of wireless audio within the next few years. Target Market – Primary Target Audience – WOMEN Passionate about Tech & Fashion.

Tockable is initially targeting tech and fashion accessories/jewelry passionate women. Women are more likely to have piercings and to wear earrings everyday. The target age range is surprisingly broad. Teens and early 20′s are obvious tech savvy audiences, but surprisingly, professional, multi-tasking women 20-40 are also enthusiastic supporters.

● Eric Klein – CEO/CTO – Eric is an engineer with twenty years of experience bringing new consumer products to market. Eric is an expert inventor and has been awarded a number of patents that he then developed into successful products.

● Linda Passaro – CMO/CRO – Linda is a proven business leader growing global, luxury consumer brands across watches/jewelry, fashion/accessories and consumer electronics/home categories. She has held General Manager/Brand President, Sales & Marketing Leadership roles in premium global brands such as DeBeers Diamonds, Montblanc, DeLonghi & Longines.

● Tina Wong – CFO – Tina has fourteen years of experience as a finance and consulting professional in public and private (Fortune 100/500) companies in a variety of sectors. She trained at Deloitte and has worked on projects for PwC and KPMG. Tina has experience with large IPOs and M&A for US and international entities. Tina is also a Reuters UK certified Consultant.

● Carol Campbell – Advisor Brand & User Exper. Founder: Women In Consumer Technology – Carol Campbell is a driving force in the consumer electronics industry. A recognized expert in marketing technical products and luxury goods to women, Ms. Campbell utilizes her considerable experience and industry expertise as VP/Account Executive/Brand Director at NAPCO. Carol is also the founder of Women in Consumer Technology. WCT empowers its 10,000 members building networks and supporting career opportunities across the breadth of the consumer technology industry.

● Jonathan Witmer – Advisor Brand & Bus. Dev. – Jonathan is an accomplished general management executive with experience in diverse corporate and private equity environments with significant P&L responsibility.

● Royse Law – Legal services – Royse Law Firm provides sophisticated legal services to growing companies in the technology sector. They regularly advise on mergers and acquisitions (M&A), corporate equity and debt financings, and partnership and joint venture transactions.

● Cambridge Consultants – Engineering – For fifty years, Cambridge Consultants has led the way in innovative product development. They are the development partner of choice to many of the world’s leading blue chips, as well as the virtual development team for ambitious startup companies.

● Swarovski – Jewelry and marketing partner(in discussions) – Since 1895, Swarovski’s enduring passion for innovation and design has made it the world’s premier jewelry and accessory brand. The company carries on the tradition of delivering extraordinary everyday style to women around the world. Since 2007 Swarovski has formed partnerships with consumer electronics companies to create stylish designs that incorporate Swarovski crystals and gems. Tockables embody the marriage of wearable tech and jewelry. “Wearables are a part of the jewelry legacy, and should be thought of as half tech gadget and half fashion statement.” (Wired)

D) Suzanne Schmidt

My idea is an app for actors, gamers, role-play enthusiasts, or anyone who wishes to expand their visual imaginations. I teach acting and I specialize in the Stanislavski, Stella Adler, and Sanford Meisner techniques. With this, I teach the use of the Dramatic Imagination in creating the worlds or “given circumstances” of characters an actor is portraying. In my classes I guide my actors through a practice of physical release and mental and emotional focus. I talk them through the release of physical holding and the expanse of breath to the body. I then guide them through experiential imagination exercises.

Experiential imagination or “Dramatic Imagination” is very important for actors as it allows them to live through the important memories of their character so that they may be organically and appropriately affected by stimuli during the life of any given scene. My students, who benefit greatly from these in-class guided Dramatic Imagination exercises, recently asked me why there are not any guided Dramatic Imagination resources online. My answer was, “I don’t know. There should be.” So, I’ve decided to create an application with which an actor can hone his/her imagination skills and be guided through character-specific memory creation.

From creating Lady Macbeth to Seinfeld’s George Costanza, it is important for an actor to access the character’s inner life and relevant past experiences. This requires Dramatic Imagination. Being guided through the steps of these creations can be integral to the strength of an actor’s character development.

My plan is to have two different types of exercises. One will help the actor develop and maintain that imagination “muscle.” This will be the “workout” portion of the app.

The other section of the app will be used during the actual creation of a specific character. I will guide them through important aspects of daily life, key life experiences, and memories, which are integral to making the character’s journey within a certain storyline inevitable. I will help them create the depth and specificity of their relationships to humans, events, and locations. I will help them shift their paradigm from their own to the paradigm of the character. In essence, I will be teaching and guiding them through the necessary work to create full, three-dimensional characters on stage and screen.

I think there is a need for this within the acting community and I think if marketed well, it will find a large and eager audience.

As I talk the actor through a series of relaxation techniques, the actor obtains a state of physical ease. At this point, I awaken their mental and emotional focus. With this focus, I ask them to follow me from place to place using their “mind’s eye.” We may start at a circus, then travel to a crowded grocery store isle, then a deserted beach, then a first grade classroom. The locations will vary and each sequence will be different and change regularly so frequent app users will never have to repeat an “imagination work-out sequence” unless they choose to. At each location, the actor will be guided through engaging with and experiencing the space using all of their senses. They will effectively create memories in each location as they continue to build the invaluable ability to do so.

With the character creation section of the app, the actor can choose to work in stages or combine all stages into one long session. Most of the sections can be repeated for each important life event, goal, or relationship. Again, as I talk the actor through a series of physical relaxation techniques, the actor obtains a state of ease. Again, I awaken their mental and emotional focus. With this focus I have them drop into the world of character they are building. The separate sessions will focus on: Creating the World- I guide their “mind’s eye” through establishing the specific details of the character’s daily life. Often there is profound discovery within this creation. Creating Relationships- I guide the creation of specifics within important life-affecting relationships and relationships integral to the story.

Creating Memories- I guide the actor through creating and experiencing the important memories and profound experiences of their character.

Creating Goals/Objectives- I guide the actor through exploring what is important to the character. This helps to establish a character’s super objective, objectives, and goals based on principals and desires. This aids the actor in effectively shifting their paradigm to that of the character.

Creating Obstacles- Creating the specifics of that which keeps the character from already having what he/she needs. This includes internal obstacles (fear, love, shame) and external obstacles (a greedy boss, a jilted lover, an empty bank account.) VIRTUAL

If at some point it is desired to add Virtual Reality (VR) to this app, we could add a picture book aspect as another variation in character creation. As it stands, an actor creating a picture book for their character will compile pictures of and from the character’s “life” to aid in the visualization. For instance, if their character grew up in a cottage in the Himalayas, the actor would find a picture of that cottage and of the Himalayas and perhaps of their room and favorite toy, favorite dress, their parents, or siblings, etc. When the technology is available for the actor to choose to compile virtual elements to aid in their visuals, this might be an interesting avenue to explore as a supplement to the Dramatic Imagination. I

n conclusion, this Guided Dramatic Imagination Application would be of great use to a large community of creatives around the world, there is a market for this product, and it is different than anything that currently exists.

Created by, Suzanne Schmidt

*E) Jim Dolbear, Expanse Inc.

Why does the world need EXPANSE? “Somewhat surprisingly, the majority of time spent right [now] in Gear VR is on video and experiences, not games.” Palmer Luckey, Occulus Founder, CES 2016

Gear VR will sell over 2M units in 2016, but the optical design provides awful performance for video and movie viewing, barely achieving 480p in resolution with color shifts and aberrations for content viewed natively. The fact is, that people need a headset design that delivers the movie experience they want. What is EXPANSE ( Expanse allows you to turn your smartphone into a widescreen, high resolution personal theater for $80; it’s a monoscopic VR headset (same view for both eyes) with 5x the resolution of other VR devices like Rift and Vive but with a similar wide field of view (90 degrees). Unlike those devices, Expanse features proprietary optics optimized for movies, shows, 360 videos, apps, and games. What has been the reaction to EXPANSE? “I held the Expanse viewer to my face like [Google] Cardboard, but inside I saw something unlike anything I’ve seen before in VR” – Ian Hamilton, Upload VR: “I’m really impressed with the resolution and field of view you guys have managed to achieve.” Neil Hunt, Chief Product Officer at Netflix during live demo in Los Gatos August 14, 2015 “The movies is really all about being emotionally and visually transported away and you’ve definitely done that.” Bob Dowling, Former Editor in Chief & Publisher of Hollywood Reporter during live demo in Santa Monica, CA July 30 2016 Expanse featured in the cover story of the MIT Technology Review:

Who is the EXPANSE team? Expanse is backed by the Perspectiva Fund ( with original technology development conducted by the Fund’s captive stealth labs. Management includes founder Will Carter, an engineer trained in computer science at Cal Poly and Jim Dolbear, Harvard-educated with a Yale MBA and prior manufacturng and sales experience. Expanse has offices in the Los Angeles area with space for initial operations. Support infrastructure is currently supplied by the Perspectiva Fund. Expanse is also discussing follow-on technology development and products with lead 4K HDR TV companies with the intent of offering the first UHD Premium 4K headset. What are the specific applications for EXPANSE? -Videos or streaming video apps like Netflix, Hulu, Amazon Instant Video, YouTube and ESPN on a screen apparently larger than most movie theaters and up to 1440p resolution (the same videos in a Gear VR or Rift would be about 480p, 1/5th the number of pixels). -4k 360 videos in native resolution without pixellation or screen-door effect like other VR headsets. -Apps and games in native mode on a theater sized screen. Any landscape mode app can be controlled with a mouse or controller using Expanse. -Console or PC games on a theater sized monitor. With an Expanse display cartridge you can see games at native resolution over a wide field of view. -Flying drones in FPV mode with a cockpit-like view of the flight with the camera feed filling your field of view in high definition. How will the EXPANSE platform grow? We plan to work with existing VR apps to begin porting to Expanse. This is generally a trivial conversion for Unity developed apps and will improve resolution by 200-500%. We also plan to work with developers like Trinus VR to develop a monoscopic VR mode which would support porting legacy first person PC games in monoscopic VR to Expanse.

What are the EXPANSE economics, now and in the future? Expanse hardware involves precision optics, coatings, high touch plastic parts and minimal electronics. Some capital investment ($200k) is required for proprietary molds to reduce unit costs for the first product. Though Expanse is highly designed, low unit costs (about $25) will support healthy margins because optics and parts can be inexpensively injection molded. We have also demonstrated a direct sales model costing about $8.50 per unit. Distribution and fulfillment is available at about $12 per unit. As a result, we expect hardware margin of about $35 per unit to cover software platform development, overhead and profit with manufacturing and distribution being easy to scale. In addition to hardware revenue, the opportunity to offer high resolution versions of new and existing VR apps should provide access to shared revenue from app sales on the EXPANSE platform. Vertical market platforms in live streaming for new influencers and live music and entertainment events streamed end-to-end in high resolution 360 degree video and with multiple screens should provide access to subscription and ticket revenue.

What makes the EXPANSE design unique? Expanse utilizes proprietary all reflective optics similar to professional aircraft simulators. This collimated design avoids the chromatic aberration (color error caused by the refraction of light through a lens) inherent in the see-through magnifying optic designs used by Cardboard, Gear VR, Rift, and Vive and greatly reduces distortion. Using a unique parabolic optic with a dielectric mirror coating, Expanse images almost the entire phone display to each eye (rather than using two separate smaller images like other VR devices). Because of this, Expanse is monoscopic or in other words it trades off stereoscopic 3D for resolution resulting in an image that is up to 1440p (or 4 times better than standard HD) over a 90 degree FOV. The Expanse collimated optical design makes it seem like imagery is coming from far away. Combined with lighting and shading that has been used in movies, shows, and gaming for decades imagery can actually be as compelling an experience as stereoscopic 3D but without the headaches.


F) Doc Gumbs, The Bot

Hi my name is Doc Gumbs, I have been on the Health and Wellness industry for over 15 years and it’s my love and passion to help others live a healthy and more fulfilling life. I am a World Class Champion Fitness Athlete, I’ve won over 24 titles around the World and have being on ESPN, USA TODAY, BBC, TIMES and many more publications. Examples of this maybe found at: and

I coach and mentor people from all walks of life, from the directors of billion dollar companies to the stay at home moms, I help them keep their health and fitness at optimum levels. Imagine with an app that can help facilitate this process. Image an app process from your smart phone where you can schedule a personal trainer, massage therapist, a nutritionist, spiritual coach. You can see the expert’s proximity by using Google maps. Locate near by nutritionists or personal trainers and schedule your session instantly by one tap. This app will save customers a great deal of time in commuting, eliminating excuses, most importantly it would help people to regain their health and fitness as well as to meet new and interesting people. Here are a few examples how you can use the app. For example if you’re a busy manager running your company, the question is how do I keep my health a check.

Here are a few options and examples:
1. Breakfast arrange a session with a nutritionist, the nutritionist can come to your house or live via the app live.
2. Lunch time, arrange to have a massage therapist come to your office or home.
3. Mid afternoon you can have a spiritual coach for a session via a live stream or personal session.
4. Evening time a personal training session at a private gym, park or have the trainer come to you home.
5. There will be the option of joining group sessions in the area by just booking yourself in, it can be an exercise boot camp, spiritual class or any group that you want to join. There will be a history of all what you have done. All of your sessions are booked from just the push of a button and the great thing is you spent no extra time going anywhere because all the experts come to you. You can also schedule sessions for your children.

As each year passes it seems that we are getting busier. Health care problems are through the roof. These websites document the health epidemic that exists today.
I sat down and began to realize that most people are actually putting their health and fitness aside and as a result are experiencing lots of health issues that can be easily resolved with proper exercise and a nutritional plan. It also turns out that people are working much longer hours.

The 20 Something Finance article is a great example. According to the Bureau of Labor Statistics, there were 267,000 personal trainers and 338K by 2018

There are 350,000 massage therapists. According to a 2012 study by ICF, there are 47,500 life coaches. This app will be a pool of all the greatest minds and experts in the wellness, fitness, therapy, spiritual and holistic coaching. All the experts on the app will be qualified. The great thing about this app is it will create work for lots of trainers, coaches and therapist, weather you new to the industry or not or if your living at home or moving to a new city. The app will give customers the capability to order food from healthy food providers in the area and can be delivered as well.

Now here is the artificial intelligence application of this app. With the rise of AI The next BIG step to perfecting this app and system is to have a BOT that is code with the mind set of the trainers, coaches and therapists, this allow you the customer to have their only personal BOT at home or on the go that can be bought with the app. The customer will be able to talk with he BOT as if it was human and could give the customer a sense of privacy, the customer can choose to have an actual trainer, coach or therapist listen to their session they had with the BOT and help improve the customer on what ever journey there are on, more on that to come. The BOT with be able to also count your calories, by the simple scan of your grocery list receipt or just entering any information about what your eating to your app and it counts your calories.

The next stage would be to take a picture with your phone through the app to info goes to the BOT with the capability to recognize all foods and count your calories. The Bot can also verbally give you quotes or send you emails of the best health care policies, updates to the health care system, and any other selected updates that are important to you. This brief description gives you an idea of the app and how we can help people on a massive scale by providing health and well-being services with experts and at the same time create work for those experts.

Also on the rise is virtual reality this will give the customer more options on how they would like their service. For example if you want you can have a virtual reality session with your trainer, coach or therapist, you will be able to do this from anywhere you desire. You can join other virtual reality groups and connect with people from around the world. example a session in meditation or yoga. There will be the option of having live streams or virtual reality sessions with other experts from around the world, just type in that country and search for experts. Thank you, Doc Gumbs

*G) Gunnar Newquist, Brain2Bot, Inc.

While the virtual world has exploded with innovation, the physical manifestations of the virtual characters have only marginally improved. Yet, consumers still crave the physical. For example, out of the $42 billion spent on the Star Wars industry, only $4.5 billion was made from the movies themselves and $6.6 billion from other digital media(1). Nearly three quarters of the Star Wars empire’s revenue was from physical products! What is perhaps more interesting, is that the largest opportunity in this virtual to reality space hasn’t even been built yet. That opportunity lies in the physical character itself—the sentient automaton. The idea of an artificial companion is deeply nestled in our science fiction. From Star Wars to Star Trek, Short Circuit to Wall-E and other cultural hits, science fiction promised us intelligent artificial beings. We, as consumers, have been chomping at the bit for generations. Imagine creating a real R2D2—not the cute replica toy—but the R2D2 persona in physical form! But you can’t have a real R2D2 with today’s technology. Nor will you with tomorrow’s iterations of today’s highest tech. The problem is that current artificial intelligence builds lifeless robots.

Even with all of the big data and big processing, in the end, the software doesn’t have any intelligence or personality of its own. Today’s AI creates repetitive behavior, emotionless actions, and unintelligent robots. This is because today’s AI has several fundamental flaws: it has to be connected, it learns entirely through repetition, and a human makes all of the critical decisions for AI. Nothing appearing sentient can emerge from these techniques.

In the end, today’s AI does the opposite of what we desire, the opposite of living beings. To bring a character like R2D2 or Johnny 5 to life, instead of repetition, we need flexibility. Instead of cold calculations with big data, we need heart-felt decisions. Instead of conquering narrow, defined tasks, we need to conquer open-ended tasks with common sense. The only way to achieve that dream is with an entirely new approach to AI. Therefore, Dr. Gunnar Newquist founded Brain2Bot ( to harness the power of biology in AI. During his extensive study of the brain from molecular networks, to neural networks, to behavior, Dr. Newquist uncovered fundamental principles of natural intelligence. Brain2Bot reverse-engineers these principles, starting with the most basic forms of life. The result of this ground-breaking, bottom-up biomimetic approach is a completely novel artificial intelligence solution (patents pending). We have the world’s most efficient learning algorithm.

We have integrated emotional decision making. We built a personality platform. With this one software platform, we can begin to construct the endearing characters of our science fiction dreams. For the entertainment industry, that means we can take any character from the virtual world, and turn that character into reality with only small modifications to our system. These characters can learn and make dramatic changes behavior right in front of your face. They can “feel” emotion and behave according to those feelings. Each can have a truly unique personality—the hero, the villain, the side-kick, the timid friend, and R2D2 himself can all emerge from the same software base. Most importantly, they don’t need to be connected. We have the only intelligence solution that doesn’t require cloud computing: all of the intelligence is onboard, just like real beings. Now consumers can actually experience the personality of any character in a film, right before them.

The key to creating the next big innovation in bringing the virtual to life is to clearly understand how natural intelligence develops. Brain2Bot is the only company that conducts basic neuroscience in-house starting with simple models to grasp the fundamental principles of intelligence. We leverage the things that brains do well that artificial intelligence does poorly to inject life into AI. In this unique step-by-step scientific approach, we make our own neuroscience breakthroughs, so we will always create innovations inaccessible to anyone else.

Our pioneering research allows us to constantly expand our capabilities to create the most life-like characters. This approach scales indefinitely, allowing us to expand into any market that desires engaging AI. This step-by-step innovation map pushes us toward the holy grail of artificial intelligence, artificial general intelligence (AGI), the ability of a machine to learn essentially anything. AGI will be a multitrillion-dollar market, and the future of this technology(2). However, AI will not be intelligent without understanding the principles of intelligence. We will not have safe, useful and entertaining robots, such as R2D2, without injecting life into the artificial. The opportunity is primed and waiting impatiently.

Consumers in all walks of life are begging for the next intelligence breakthrough. Though Sphero’s BB8 is little more than a fancy remote-control toy, they sold over 1 million units at $150 each(3). Though a robotic dog named AIBO moved clumsily and showed almost no intelligence, they sold over 175,000 units at an average price of nearly $2000 each(4). Though a humanoid robot named Pepper failed to demonstrate any real usefulness over a human concierge, they have already sold over 10,000 units at $1600 plus $360 per month with a 3-year data subscription contract(5). None of these robots, or any others, have delivered the promised emotional and autonomous intelligence that builds a charismatic being, but people still flock to each of them at the faintest hope. Image how consumers will respond when we deliver what they actually crave. Brain2Bot has the only path to open this futuristic multibillion-dollar opportunity. Help us build a future where the virtual can become reality, and artificial beings can come to life.
1. Retrieved Nov. 29, 2016 from, Telegraph Media, LTD.
2. Retrieved Nov. 29, 2016 from, Accenture.
3. Retrieved Nov. 29, 2016 from, AOL, Inc.
4. Retrieved Nov. 29, 2016 from
5. Retrieved Nov. 29, 2016 from, The Robot Report.

H) Tiffany Randol PKA IAMEVE

Nammu Love Guru Pitch:

Humans struggle with their path in love and relationship, but most have a strong desire to find and keep a life partner. Growing up we are influenced in relationship by our parents and surroundings with limited other knowledge on other ways of relating, causing a continuation of old patterns. What if we could develop an app that uses algorithms and artificial intelligence to teach us new patterns for choosing and relating with a mate?

Enter “Nammu” – a spiritual guide/love advisor that helps us locate these patterns and find new ways of communicating and behaving in our relationships with others. This technology can be developed using NLP/Chatbots through an APP platform that users can interact and converse directly with. This would be an APP geared towards Girls and Women 14+. This would help fill the content game gap for women. If we are fortunate enough to be selected as one of the winners we would be honored to have Above Solutions do further R&D on the game’s development and ultimately make a prototype of the game.

Background: Nammu is a character in a story called The Everything Nothing, which is being developed in segments by artist IAMEVE, who recently released a music video/ film short element of the project called Starman, watch?v=VcOVUJrSRSk, where Eve reunites with her love Starman in a multidimensional world. “Starman” was co-produced with David Christophere of the classic electronic music outfit Rabbit In The Moon, and directed by Thor Freudenthal (Percy Jackson, Diary of A Wimpy Kid, etc). IAMEVE’s,, Starman is played by Keon Alexander, currently beloved on FX’s Tyrant. The surrealistic love story is told in this mesmerizing music video, with IAMEVE painted in sacred geometry by body artist Michael Rosner. IAMEVE, Keon Alexander and filmmaker Thor Freudenthal will attend the screening. IAMEVE, the mysterious artist who lives inside “Starman’s” painted other-word, has a unique backstory.

With her deep love of story, visual art, and a diverse musical background, she found herself a Stranger in a Strange Land: Los Angeles – the story city. Shortly after arriving, a massive accident left her with a bionic elbow and unable to play guitar or piano. “Lying there still, it caused me to open up to untested ways of creating because I needed a new set of tools to keep going. Electronic production had always been a passion and something I had experimented with, but this caused me to move fully in that direction. It freed me up and gave me an en4rely new soundscape that feels so much more in tune with the world I am creating.”

*I) Thomas Wright, Mi Amore

My company Virtual, makes real time VR cameras and apps. Our initial app, “Mi Amore” is a VR dating app. Our app allows singles to go from simply matching on apps, to truly connecting. 90% of US singles have tried dating apps, spending $243/annually, 66% actually go on dates, yet only 5% of committed relationships start online. Our app allows users to pay a small one time or subscription fee to have access to unique sponsored virtual settings and experiences to get the most out of their match. Users first connect for free in a text only setting. Once they exchange three messages, they are allowed to “go live now”. Our partner company SIDOG creates virtual games. Through our strategic partnership we have access to NASCAR, pro soccer and Live Nation events. Imagine going to an exclusive concert, or movie premier with your date from your living room with backstage and sing along access.

Can you imagine roaming a haunted hotel with your new crush? We make money by selling unlimited swipes, access to exclusive events on date night and by allowing advertisers to market to our free users and sponsored virtual settings. Dating app users spend $243/annually. Our process is simple. Put on your headset and get a warm introduction from our site host. Interact with a real time guide to help you find the closest thing to your ideal match. Our app even has the ai quality of interpreting languages. These experiences will come from the unique camera and facial recognition technology that we will own the patents to. This technology will be licensed to other companies for their own use as well as develop apps for business purposes. How much more valuable could it be to have an international sit down as opposed to a Skype call? Imagine being able to meet in Africa, England and Australia all in the same day while also never leaving your home office.

Why now? The technology has finally caught up to expectation. The singles are using dating apps and paying a lot of money to do it and getting very diminishing returns. Solving this problems allows us to sell our technology to other companies to bring in large returns. We have the team to do it. I’m a former NFL player and musician who has recently invented a computerized protective phone case that finds lost phones even if they are dead from a one button key fob. I am partnered with Sri. The founder and owner of Neurlabs, where they make virtual reality applications and 4d applications. Donna Fabian is a patent attorney with 10 years of experience in technology. Our team can build the technology, sell it and protect it.

This cutting edge technology and application has a very good product market fit sitting right at the intersection of entertainment, ai, VR and technology, priming it for successful returns on the overall effort to build this as a result of winning the competition. I think this competition is about pushing ai opportunities in a vehicle that can reach masses and commercialize the experience. By choosing Virtual, you get to build something worthwhile that will revolutionize how humanity interacts and impact the quality of life for generations to come, while building a great company in the process. I look forward to working with you building the next big thing.

J) John L. Coulson – SETi – SIDOG Entertainment Technologies interactive

SIDOG – Social interaction during online gaming. “Where SIMS meet reality on the IoT”. Based on patented inventions of founder John L. Coulson and in association with Intellectual Ventures. SETi seeks to develop myriad vertical apps for the patented SIDOG online video style gaming platform to provide innumerable revenue streams for its Founders and those first in. To reach this objective while forerunning new and emerging technologies in A.I., VR, AR, VARS, Holograms and others, our goal is to design intuitive live action ubiquitous video games that benefits people of all ages by enabling online Gamers to play in real time with real live Sports, Entertainment and Educational idols and not their simulated Avatars. In association with Intellectual Ventures, SETi is developing a series of live action interactive video style games that play out in real-time to induce people to first play online then seek to go out and participate for real in the live action event of their choice, and the choices are many. Music, Golf, Auto Racing, Skiing, Diving, Flying, Horse Racing, Surfing and on,,,.

The SIDOG platform promotes fun, learning, teaching, health and wealth. Carving its own niche in an emerging multi-billion dollar online video style gaming industry SETi is uniquely positioned with myriad defensible I.P.’s. In related fields of Tech SETi’s founder has three granted patents, one patent pending (SIDOBLE) and on the burner back in the lab, nineteen more and counting. When it comes to defending its I.P. and their associates interests, which is of direct financial benefit to SETi and those first in, Intellectual Ventures is highly litigious and very successful having settled multiple multi-million dollar infringement suits in recent history.

With IV acting as global I.P. watchdog for SIDOG (on free retainer) SETi is astutely aware of but not afraid to swim neck deep in the shark pool, in fact infringement is somewhat encouraged. SETi’s scalable business model offers myriad revenue streams, including I.P. licensing, proprietary advertising concepts, online merchandising and subscription revenue (pay to play). A lengthy Traction and Milestones report and Pitch Deck are available upon request as are considerable R&D and marketing materials too lengthy to include here. SETi is currently Team building and has spent considerable time and effort prior to the issuance of our founders first patent creating and vetting associations with many who possess impressive credentials and who have expressed a great interest in serving the company in the field of their given talents. These include potential and confirmed candidates for CEO, CFO, CMO, CTO, Marketing, Sales, Engineering and the like. Notably, David C. Traub, Michel Zgarka, Georges Leclere, David Seth Cohen, Jeff Crusey, Wesley Gray, Marshall Millet, John Aufray, Constantine Papadopoulos and Claude Caupain amongst many others. To reference bios for each one named above please search their names on either or both, LinkedIn or

Thank you kindly for this opportunity to pitch SIDOG from SETi. The future of SIDOG starts today!