Serial techpreneur, CEO, and Wrangler of Tesseracts
Arckosian Entertainment, ZReality, Orchid Media International, Neogence Enterprises
Alternate Worlds Technologies, Nayantara Studios, Others
I want to change the world.
LocalSense, of course.
Frustrating: The days when no one believes or understands what you are doing, that it can't be done, or "what if Google does it first". Then seeing someone else grab a ton of press and funding doing something similar.
Rewarding: Building something that consumers or customers love and can't stop talking about. There is nothing more satisfying than building something from nothing, sometimes by pure willpower, and seeing people appreciate it and finding it useful.
Building the wrong team. Everything else can be fixed or dealt with, but the wrong team is a killer and can be devastating.
1) The right investors are as important as the right team.
2) "It can't be done" until you do it.
3) If you aren't "all in", you aren't going to make it.
Robert is an author, technology entrepreneur, futurist, industry thought leader in pioneering the commercialization of mobile augmented reality, and the co-creator of social kinematics. With more than 17 years of experience he is a passionate innovator and is continually seeking to advance the state-of-the-art of dynamic and interactive technologies. Robert is the author of MMO Evolution and a contributing author in Working Through Synthetic Worlds.
Recognized as an Internet Gaming Pioneer by Advertising Age magazine in 1996, Robert was also called aFounding Father of the Digital Nation in 1998 by The Raleigh News & Observer. He is an authority on mobile augmented reality, persistent immersive environments, virtual reality and worlds, massively multiuser online games, and simulations. He is currently focusing on innovating technologies for hyperlocal business intelligence, social commerce, and emerging mobile markets.
Robert is a frequent keynote speaker and panelist for conferences related to online games, simulations, mobile, augmented reality, social commerce/virtual goods, and the future of interactive technology.