Biggest changeFiled Patents Name Entity Filing Date US Patent # AUDIO PROCESSING IN A VIRTUAL ENVIRONMENT Adept Reality, LLC 6/15/2022 17/841,258 REAL-TIME VISUALIZATION OF HEAD MOUNTED DISPLAY USER REACTIONS Foretell Studios, LLC 4/6/2022 17/714,953 DISPOSITIONAL AFFECT FOR VIRTUAL CHARACTER INTERACTIONS IN VR APPS The Glimpse Group, Inc. 6/13/2023 18/401,868 BE ANYONE AND ANYTHING Foretell Studios, LLC 12/13/2022 18/401,879 SPATIAL CORE: A COLLABORATIVE SPATIAL COMPUTING PLATFORM Brightline Interactive, LLC 6/1/2023 63/470,293 CONTROLLED NON-HUMAN CONVERSATION FLOW IN VR The Glimpse Group, Inc. 4/3/2023 63/456,571 We may continue to file for patents regarding various aspects of our products, services and technologies in the future depending on the costs and timing associated with such filings.
Biggest changeFiled Patents (in process, Provisional and Non-Provisional) Name Entity Filing Date US Patent # AUDIO PROCESSING IN A VIRTUAL ENVIRONMENT Foretell Studios, LLC 6/15/2022 17/841,258 REAL-TIME VISUALIZATION OF HEAD MOUNTED DISPLAY USER REACTIONS Foretell Studios, LLC 4/6/2022 17/714,953 DISPOSITIONAL AFFECT FOR VIRTUAL CHARACTER INTERACTIONS IN VR APPS The Glimpse Group, Inc. 6/13/2023 18/401,868 BE ANYONE AND ANYTHING Foretell Studios, LLC 12/13/2022 18/401,879 CONTROLLED NON-HUMAN CONVERSATION FLOW IN VR The Glimpse Group, Inc. 4/3/2023 63/456,571 ROBO DIRECTOR Sector 5 Digital, LLC 11/15/2024 63/730,039 SYSTEM FOR USING CONTEXT AWARE INTERACTIONS WITHIN 3D ENVIRONMENTS Foretell Studios, LLC 3/25/2025 63/777,080 METHOD FOR VERIFYING OWNERSHIP AND HUMAN PRESENCE IN A VIRTUAL EXPERIENCE Foretell Studios, LLC 2/28/2025 63/764,699 SYSTEM FOR COMMERCIALLY DRIVEN AI RESPONSE MODIFICATIONS USING ADAPTIVE FILTER TECHNOLOGY Foretell Studios, LLC 3/25/2025 63/777,084 AUGMENTING MIXED REALITY EXPERIENCES WITH CONTEXTUAL VIRTUAL ASSETS SYSTEM Sector 5 Digital, LLC 6/10/2025 63/821164 SYSTEM THAT USES AI TO ANALYZE A USER’S AFFECT, MEASURED BY REFERENCING SUCH THINGS AS BODY MOTION, POSTURE, FACIAL EXPRESSION, VOICE, ETC.
We believe that we have the potential to become a leader in the this software space, led by our Spatial Core offerings. As previously described, we believe that our structure, ecosystem and integrated capabilities create significant competitive advantages, not available to other Software companies in the Immersive technology space and significantly improving our ability to succeed in an emerging space.
We believe that we have the potential to become a leader in this software space, led by our Spatial Core offerings. As previously described, we believe that our structure, ecosystem and integrated capabilities create significant competitive advantages, not available to other Software companies in the Immersive technology space and significantly improving our ability to succeed in an emerging space.
Our ecosystem of Immersive technology entities, collaborative environment and diversified business model aims to simplify the challenges faced by companies in the emerging Immersive technology industry, create scale, build operational efficiencies, reduce time to market and enhance go-to-market synergies, while simultaneously providing investors an opportunity to invest directly via a diversified infrastructure.
Our ecosystem of Immersive technology entities, collaborative environment and diversified business model aims to simplify the challenges faced by companies in the emerging Immersive technology industry, create scale, build operational efficiencies, reduce time to market and enhance go-to-market synergies, while simultaneously providing investors with an opportunity to invest directly via a diversified infrastructure.
While distinct, VR, AR and Spatial Computing are related, utilize some similar underlying technologies and are expected to become increasingly interconnected - combined they are often referred to as Immersive technology. Immersive technologies are emerging technologies, and the markets for them are still nascent.
While distinct, VR, AR and Spatial Computing are related, utilize some similar underlying technologies and are expected to become increasingly interconnected - combined they are often referred to as Immersive technology. 6 Immersive technologies are emerging technologies, and the markets for them are still nascent.
As such, there are relatively few participants on the Hardware side, some very large (for example: Meta (formerly, Facebook), Microsoft, Samsung, Google, Apple, ByteDance (Pico), HTC, HP, Lenovo, Sony and Epson) and some much smaller (for example: Magic Leap, XREAL, Varjo and Vuzix). In general, Hardware cycles have been accelerating and performance improving, with simplified usability and reduced end-user costs.
As such, there are relatively few participants on the Hardware side, some very large (for example: Meta, Microsoft, Samsung, Google, Apple, ByteDance (Pico), HTC, HP, Lenovo, Sony and Epson) and some much smaller (for example: Magic Leap, XREAL, Varjo and Vuzix). In general, Hardware cycles have been accelerating and performance improving, with simplified usability and reduced end-user costs.
The Immersive technology industry is an early-stage technology industry with nascent markets. We believe that this industry has significant growth potential across verticals, may be transformative, and that our diversified ecosystem create important competitive advantages.
The Immersive technology industry is an early-stage technology industry with nascent markets. We believe that this industry has significant growth potential across verticals, may be transformative, and that our diversified ecosystem creates important competitive advantages.
As part of our strategic shift to Spatial Core, Glimpse is focuses on providing the middleware enabling this transition. Immersive Technology Software (“Software”): In contrast to Hardware, Software is highly fragmented with hundreds of Software companies targeting different segments and solutions. Many are consumer oriented, whereas we are entirely enterprise focused (B2B and B2B2C).
As part of our strategic shift to Spatial Core, we are focused on providing the middleware enabling this transition. 7 Immersive Technology Software (“Software”): In contrast to Hardware, Software is highly fragmented with hundreds of Software companies targeting different segments and solutions. Many are consumer oriented, whereas we are entirely enterprise focused (B2B and B2B2C).
We have included our website address in this Report solely as an inactive textual reference. 9
We have included our website address in this Report solely as an inactive textual reference.
Expansion and Diversification Strategy As described above in “Competitive Environment,” the Immersive Technology Software and services industries are highly fragmented. There are numerous potential acquisition targets that, while having established a niche market position, product or technology, have limited resources and ability to pursue growth initiatives.
Expansion and Diversification Strategy As described above in “—Competitive Environment” above, the Immersive Technology Software and services industries are highly fragmented. There are numerous potential acquisition targets that, while having established a niche market position, product or technology, have limited resources and ability to pursue growth initiatives.
ITEM 1. BUSINESS History The Glimpse Group, Inc. was incorporated in June 2016 under the laws of the State of Nevada, and is headquartered in New York, New York. Company Overview The Glimpse Group, Inc. (“Glimpse”, the “Company”) is an Immersive technology company, providing enterprise focused Virtual Reality (VR), Augmented Reality (AR) and Spatial Computing software and services.
ITEM 1. BUSINESS History The Glimpse Group, Inc. was incorporated in June 2016 under the laws of the State of Nevada, and is headquartered in New York, New York. Company Overview We are an Immersive technology company, providing enterprise focused Virtual Reality (VR), Augmented Reality (AR) and Spatial Computing software and services (Immersive technologies).
We currently target a wide array of industry verticals, including but not limited to: Corporate Training, Education, Healthcare, Government & Defense, Branding/Marketing/Advertising, Retail, Financial Services, Food & Hospitality, Media & Entertainment, Architecture/Engineering/Construction, Corporate Events and Presentations and Social VR support groups and therapy. We focus primarily on the business-to-business (“B2B”) and business-to-business-to-consumer (“B2B2C”) segments industry and we are hardware agnostic.
We currently target a wide array of industry verticals, including but not limited to: Corporate Training, Education, Healthcare, Government & Defense, Branding/Marketing/Advertising, Retail, Media & Entertainment, Corporate Events and Social VR support groups and therapy. We focus primarily on the business-to-business (“B2B”) and business-to-business-to-consumer (“B2B2C”) segments, and we are hardware agnostic.
As an integral part of the business development and sales processes, each entity’s general manager is very familiar with the product offerings of the other entities and leverages those into his or her own efforts when appropriate. On occasion, we enter into distribution partnerships for our products with third parties.
As an integral part of the business development and sales processes, each entity’s general manager is very familiar with the product offerings of the other entities and leverages those into his or her own efforts when appropriate. On occasion, we enter into distribution partnerships for our products with third parties. These have not yet led to material revenues.
We may continue to add to our ecosystem both companies and technologies, subject to the availability of capital and attractive deal terms. Beyond the expected financial impact of each such potential addition, these could also enhance our ecosystem, technology, scale and competitive position.
We may continue to add to our ecosystem both companies and technologies, subject to the availability of capital, the value of our equity and attractive deal terms. Beyond the expected financial impact of each such potential addition, these could also enhance our ecosystem, technology, scale and competitive position. These potential acquisitions may be domestic or international.
Intellectual Property Our intellectual property is an integral part of our business strategy and practice. In accordance with industry practice, we protect our proprietary products, technology and competitive advantage through a combination of contractual provisions and trade secrets, patents, copyright and trademark laws in the United States and other jurisdictions where we conduct business.
In accordance with industry practice, we protect our proprietary products, technology and competitive advantage through a combination of contractual provisions and trade secrets, patents, copyright and trademark laws in the United States and other jurisdictions where we conduct business.
Issued Patents Name Entity Filing Date*Patent # US Patent # SIMULATED REALITY CROSS PLATFORM SYSTEM Foretell Studios, LLC 4/23/2020 16/857,015 MARKER-BASED POSITIONING OF SIMULATED REALITY Sector 5 Digital LLC 4/23/2020 16/856,916 AUGMENTED REALITY GEOLOCATION USING IMAGE MATCHING Sector 5 Digital LLC 8/22/2018 16/108,830 INTERACTIVE MIXED REALITY SYSTEM FOR A REAL-WORLD EVENT The Glimpse Group, Inc. 6/21/2018 16/014,956 SYSTEM FOR SHARING USER-GENERATED CONTENT The Glimpse Group, Inc. 6/12/2019 16/439,280 IMMERSIVE DISPLAY SYSTEM WITH ADJUSTABLE PERSPECTIVE The Glimpse Group, Inc. 11/27/2018 16/201,863 SIMULATED REALITY TRANSITION ELEMENT LOCATION The Glimpse Group, Inc. 6/15/2020 16/901,830 SIMULATED REALITY ADAPTIVE USER SPACE Foretell Studios, LLC 7/27/2020 16/939,504 IMMERSIVE ECOSYSTEM Brightline Interactive, LLC 6/4/2024 12/002,180 SYSTEM AND METHOD FOR GENERATING AN AUGMENTED REALITY EXPERIENCE Brightline Interactive, LLC 11/19/2020 16/953,264 * Each of the patents listed above expires 20 years from its filing date.
As of the date of the filing of this Report, and as summarized in the table below, we have been issued 10 patents by the United States Patent and Trademark Office (“USPTO”) and have an additional 13 filed patent applications in process. 8 Issued Patents Name Entity Filing Date* US Patent # SIMULATED REALITY CROSS PLATFORM SYSTEM Foretell Studios, LLC 4/23/2020 16/857,015 MARKER-BASED POSITIONING OF SIMULATED REALITY Sector 5 Digital LLC 4/23/2020 16/856,916 AUGMENTED REALITY GEOLOCATION USING IMAGE MATCHING Sector 5 Digital LLC 8/22/2018 16/108,830 INTERACTIVE MIXED REALITY SYSTEM FOR A REAL-WORLD EVENT The Glimpse Group, Inc. 6/21/2018 16/014,956 SYSTEM FOR SHARING USER-GENERATED CONTENT The Glimpse Group, Inc. 6/12/2019 16/439,280 IMMERSIVE DISPLAY SYSTEM WITH ADJUSTABLE PERSPECTIVE The Glimpse Group, Inc. 11/27/2018 16/201,863 SIMULATED REALITY TRANSITION ELEMENT LOCATION The Glimpse Group, Inc. 6/15/2020 16/901,830 SIMULATED REALITY ADAPTIVE USER SPACE Foretell Studios, LLC 7/27/2020 16/939,504 IMMERSIVE ECOSYSTEM Brightline Interactive, LLC 6/4/2024 12/002,180 SYSTEM AND METHOD FOR GENERATING AN AUGMENTED REALITY EXPERIENCE Brightline Interactive, LLC 11/19/2020 16/953,264 * Each of the patents listed above expires 20 years from its filing date.
Glimpse’s operating entities are located primarily in the United States, with a development and modeling center in Turkey. We believe that we offer significant exposure to the rapidly growing and potentially transformative Immersive technology markets, while mitigating downside risk via our diversified model and ecosystem.
Glimpse’s operating entities are located in the United States. We believe that we offer significant exposure to the growing and potentially transformative Immersive technology markets, while mitigating downside risk via our diversified model and ecosystem.
Economic Dependence For the year ended June 30, 2024, one customer accounted for approximately 23% of our revenues and another for approximately 15% of our revenues. No other customer accounted for more than 10% of our revenues for the year ended June 30, 2024.
One of the same customers and another customer accounted for approximately 38% (23% and 15%, respectively) of our total gross revenues during the year ended June 30, 2024. No other customer accounted for more than 10% of our revenues for the year ended June 30, 2024.
No other customer accounted for more than 10% of our revenues for the year ended June 30, 2023. 8 We operate in an early stage industry, and customers are exploring various options for Immersive technology solutions and acting as early adopters of these solutions. As such, there has been a high degree of variance on our source of revenues.
We operate in an early stage industry, and customers are exploring various options for Immersive technology solutions and acting as early adopters of these solutions. As such, there has been a high degree of variance on our source of revenues.
Augmented Reality (AR) is a less immersive experience, where the user views their immediate physical environment with digital images overlaid, via a phone, tablet or a dedicated HMD such as smart glasses. Spatial Computing are the computer processes and tools used to capture, process to blend 3D data into real physical space, often by utilizing VR and AR HMDs.
Augmented Reality (AR) is a less immersive experience, where the user views their immediate physical environment with digital images overlaid, via a phone, tablet or a dedicated HMD such as smart glasses.
If an entity is divested and the proceeds are substantive, then our intent is to distribute the majority of the net proceeds to our stockholder base, if such distribution would not jeopardize our growth and operations. We have, and may continue, to divest entities due to lower than expected performance or a shift in our strategic focus.
Strategic Divestitures Each one of our entities has the potential to be divested or spun off. If an entity is divested and the proceeds are substantive, then our intent is to distribute the majority of the net proceeds to our stockholder base, if such distribution would not jeopardize our growth and operations.
Leading technology companies such as Meta (formerly, Facebook), Apple, Microsoft, Google, ByteDance (Pico), Samsung, Sony, HTC and HP have been at the forefront of VR/AR hardware development and software infrastructure, while also increasing integration of their products with AR and VR capabilities. 6 Since Meta released its first VR headset as a consumer product in 2016 (after its $2B+ acquisition of Oculus), successive iterations of it, as well as others, such as the Apple Vision Pro, have become significantly lighter, more comfortable, lower priced, with higher resolution and increasingly wireless/mobile.
Since Meta released its first VR headset as a consumer product in 2016 (after its $2B+ acquisition of Oculus), successive iterations of it, as well as others, such as the Apple Vision Pro and Meta Ray-Ban smart glasses, have become significantly lighter, more comfortable, lower priced, with higher resolution and increasingly wireless/mobile.
The Glimpse Ecosystem We develop, commercialize and market innovative and proprietary Immersive technology software products, solutions and intellectual property (“IP”). Our ecosystem is comprised of several entities, each targeting different industry segments in a non-competitive, collaborative manner. Our experienced management and dynamic Immersive technology entrepreneurs and employees have deep domain expertise, providing the foundation for value-add-collaborations throughout our ecosystem.
We believe that Spatial Core is a key differentiator, growth driver and competitive advantage for us. The Glimpse Ecosystem We develop, commercialize and market innovative and proprietary Immersive technology software products, solutions. Our ecosystem is comprised of several entities, each targeting different industry segments in a non-competitive, collaborative manner.
Each of our ecosystem entities share operational, financial and IP infrastructure, facilitating shorter time-to-market, higher quality products, reduced development costs, fewer redundancies, significant go-to-market synergies and, ultimately, a higher potential for success for the Company. We believe that our collaborative ecosystem is unique and necessary, especially given the early nature of the Immersive technology industry.
Our experienced management and dynamic Immersive technology entrepreneurs and employees have deep domain expertise, providing the foundation for value-add collaborations throughout our ecosystem. Each of our ecosystem entities share operational, financial and intellectual property (“IP”) infrastructure, facilitating shorter time-to-market, higher quality products, reduced development costs, fewer redundancies, significant go-to-market synergies and, ultimately, a higher potential for success for the Company.
By offering technologies and solutions in various industry segments, we aim to reduce dependency on any single entity, technology or industry segment. As part of our platform, we provide a centralized corporate structure, which significantly reduces general and administrative costs (financial, operational, legal & IP), streamlines capital allocation and helps in coordinating business strategies.
As part of our platform, we provide a centralized corporate structure, which significantly reduces general and administrative costs (financial, operational, legal & IP), streamlines capital allocation and helps in coordinating business strategies. All employees, no matter which entity they are allocated to, are Glimpse employees. Additionally, aligned economic incentives encourage cross-company collaboration.
In fiscal year 2024, we shifted our businesses focus to providing immersive technology solutions software and services that are primarily driven by Spatial Computing, Cloud and Artificial Intelligence (“AI”), which we refer to as “Spatial Core”. While this transition is still ongoing, we believe that Spatial Core is a key differentiator, growth driver and competitive advantage for us.
In fiscal year 2024, we shifted our businesses (“Strategic Shift”) to focus on providing immersive technology solutions software and services that are primarily driven by Spatial Computing, Cloud and Artificial Intelligence (“AI”), including our product “Spatial Core,” led by our entity Brightline Interactive, LLC (“BLI”).
For most customers we charge 25-50% of the contract value upfront and the amounts are usually not refundable, mitigating some of the contract cancellation risk. While it does happen on occasion, it is uncommon that a signed contract is canceled. Human Capital At June 30, 2024, we had 112 full time employees, primarily software developers, engineers and 3D artists.
While it does happen on occasion, it is uncommon that a signed contract is canceled. 10 Human Capital At June 30, 2025, we had approximately 40 full time employees, primarily software developers, engineers and 3D artists. Corporate Information Our website is www.theglimpsegroup.com .
We believe that this ownership mechanism is a strong driver of cross-pollination of ideas and fosters collaboration. While each entity owns its own IP, our parent company currently owns 100% of each entity. Organizational Chart: Glimpse Ecosystem Entities 1. Brightline Interactive, LLC (“BLI”) : Immersive and interactive experiences, training scenarios, and simulations for both government and commercial customers. 2.
Substantially all of our employees own equity in our Company, further driving cross-pollination of ideas and fostering collaboration. While each entity owns its own IP, our parent company currently owns 100% of each entity. 4 Organizational Chart: Glimpse Ecosystem Entities 1.