top of page

VRtually human.

Image by Vinicius "amnx" Amano
Virtual Reality
Filming a Music Video
Augmented Reality Glasses
Virtual Reality
Child with VR Set
Augmented Reality
Virtual Reality Device
VR Goggles
Holding Phones
Home: Our App

human centric approach

In a generation where sharing experiences digitally is both a point of connection and a job opportunity, consumers are continuously exploring more ways to interact with the world. This innate human need for connection fueled the success for numerous social applications. However, these applications have distanced us more than ever. VR calls for the human elements and puts you right in the action with 360 degree view and motion, 4D audio, and real depth of field. At VRmes, we aim to build an extension of the human experience in the virtual world.

VR Games
Home: About

MoStream

share your movement

Tetherless Motion Capture

Scrap the expensive motion capture suits and gear.  We combine motion tracking with machine learning to detect joint movements and packed it into our powerful mobile app.  Stream directly from your smartphone and reach your target audience in the VR world.

VR Livestreaming

Live and re-live virtual experiences. Our platform allows content creators to share their experiences live, and in their own unique environments. Viewers can also replay any virtual instances in a 360 plane (traditionally in 2D).

360° Live Virtual Environments

Render live content to the virtual world, and truly immerse yourself in a 6 Degrees of Freedom (“6DoF”) environment with 4D audio.  Streamers and viewers no longer have a barrier to interact with each other, or have physical restrictions in environments.

Home: App Features

Frequently Asked Questions

How did you get the idea for the company?

Growing up, I was constantly bullied for being "different."  I found solace in creating friendships in virtual communities and multiplayer role playing video games.  In these virtual worlds, I was able to develop my language and interpersonal skills, learn basic business principles, build communities, and be virtually and unapologetically... human.  Naturally, I developed a passion for the virtual world, and wanted to further its potential.


Over the years between gaming, music performances, and my financial consulting career, I have developed fans and friendships globally.  While the initial spark of a newfound friendship was exciting, maintaining these friendships have become stale over the years given the financial constraints and the lagged technological tools we have today.  I found that using social media and sharing static photos, videos, or textual updates have no lasting impact of creating tighter bonds between friends.


I then explored the idea of sharing experiences with friends globally by becoming a gaming and music livestreamer.  I quickly learned that my audience engagement and viewership increased as I focused more on activities that were interactive -- discussing the news, travel vlogging, responding to chatrooms, and reacting to different scenarios and videos together.  It was at this point that I realized sharing human experiences allows for more opportunities to create memorable moments.  As such, we should not limit our sharing capabilities to the current 2D landscape, rather, we should be immersing ourselves in VR where we can interact the way we’re meant to.

What is MoStream?

MoStream is a tetherless, motion-capture enabled, VR livestreaming platform.  


You may be familiar with livestream services such as YouTube or Twitch, whereby streamers broadcast live content to viewers in a 2D format.  MoStream takes this streaming concept and revolutionizes it by rendering live content to the virtual world, where users can truly immerse themselves and move in a 6 Degrees of Freedom (“6DoF”) environment, much like the real world.  In other words, streamers and viewers no longer have a barrier to interact with each other or the environment in which they are in.


Traditionally, VR with true 6DoF capabilities requires a lot of tech and gear such as Motion Capture (“MoCap”) bodysuits, motion sensors, hand tracking controllers, expensive graphical processors, and multiple professional grade rigs and cameras.  With MoStream, any user with a smartphone can utilize their built in camera to directly stream themselves into the VR world -- just imagine turning yourself into your favorite Disney character at the palm of your hands!  Our MoStream phone app is carefully designed to track motion data, and we have proprietary algorithms that processes, compresses, and packages this data to allow for fast livestream upload and download speeds.


With our completely tetherless VR livestream platform, our application uses are limitless.  In music and entertainment, performers can more easily host intimate live sessions with fans where both parties can interact with each other, creating a whole new experience altogether.  In education, professionals and students can connect globally and run simulations such as a dance class or performing surgery.  In tourism, you can even connect a 360 degree camera to our platform, and MoStream will automatically stitch and convert the video feed for users to see live in VR.  This versatility in usages and ease of use enables users to create their own use cases and extend life’s experience in the virtual world.

What products do you sell?

Currently, we only have one flagship product - MoStream.

Why did you choose this idea?

I grew up underprivileged, without access to many opportunities.  When I was a kid, I imagined a world where I could be anything I wanted, and have access to everything that could further myself.  The VR universe was the perfect window for realizing such a dream for the next generation – to bridge the human connection and build a library of opportunities.  MoStream can serve as a learning tool, a social networking application, a fitness and wellbeing program, or even just a hangout place.


Like most people during this pandemic, I have been sitting tight at home, wishing I could once again travel, meet up with friends, and do some fun physical activities.  With an increasing presence of VR headsets in households, I felt that VR held the potential to introduce a new human experience and create an extension of what we all wished we could be doing, at the comfort of our own home.


While this pandemic will not last forever, our need for shared experiences and connection will never cease.  MoStream provides a new and future proof platform of entertainment, communication, and networking.

Who are you selling to right now?

We are currently targeting companies who are adapting their business to the current technology trends and wish to increase their presence in VR to impact people and the world.  During this phase one of funding, we plan to further optimize our encoding algorithms, and build more virtual assets, and fully build out our user interface for launch.  As we enter phase two of funding, we plan to then launch MoStream widely to consumers, where users will then be able to create accounts to broadcast, and watch livestreams.

Is MoStream a B2B or a B2C product?

Both.  For B2B, we can integrate with any livestreaming service.  Furthermore, our backend allows for any business to upload their own virtual assets and environments for internal or external business use.  For B2C, content creators (i.e. influencers, athletes, travelers, performers, vloggers, gamers, etc.) can share their live interactions with their targeted audience on our platform.

Describe the relationship with Facebook/Oculus?

As Facebook’s Oculus continues to dominate the VR headset market, we plan to launch our product first on the Oculus Quest, where users can freely download the MoStream app and start watching and streaming live content.  We do not intend to lock our product exclusively with Facebook/Oculus.

What has the journey been since inception?

The VR industry has evolved rapidly since we first developed our concept.  The most recent standalone Oculus Quest launched in 2020 is light years ahead of the first PC-based Oculus dev kits from 2013.  While the VR market is still growing, hundreds of new apps are developed and launched every week, similar to the app store when Apple first launched its smartphones.


As such, we've had to be highly adaptable to changing VR development platforms and readjusting our niche as the industry standards evolve.  We are continually learning through research and user feedback, and are working to improve the user experience.  As we have limited resources (currently self funded), we have learned to carefully invest time only in features that put us at an advantage.

How are you differentiated from your competition? Are you in the lead?

The nearest competition focuses mainly on providing a pre-recorded musical entertainment space, and still requires expensive traditional production studios and motion suits in order to record and stream the experience to consumers.  Our product allows for the average consumer to stream and interact with others globally.  Our superior ease of use and unrestrictive platform are the main factors in giving us this lead, and we believe that our IP and trade secrets will help us defend this lead over time.

What's the physical product here?

There are no MoStream specific physical products, as we leverage devices that consumers already have – smartphones and the Oculus Quest.

What is a brief history of acquisitions in the VR space?

Google + Owlchemy Labs - May 2017
Microsoft + AltSpaceVR - October 2017
Sony + Insomniac Games - August 2019
Verizon + Jaunt VR - October 2019
Facebook + Beat Games - November 2019
Facebook + Sanzaru Games - February 2020
Apple + NextVR - May 2020
Unity + Finger Food Advanced Technology Group - May 2020
Facebook + Ready at Dawn Studios - June 2020
Snap + Waveoptics - May 2021
Discord + Ubiquity6 - June 2021
Shopify + Primer - June 2021
Qualcomm + Wikitude - September 2021
Hinge Health + wrnch - September 2021

Home: FAQ

Get In Touch

Thanks for submitting!

Home: Contact
bottom of page