VR in Education

VIRTUAL & AUGMENTED REALITY IN SCHOOL EDUCATION

Early education is all about learning through experience. Find out how your youngest students can benefit from immersive 360 environments, used to enhance and complement the real-world exploration and play that builds a solid foundation in the pre-school years.

VIRTUAL & AUGMENTED REALITY IN HIGHER EDUCATION

Ensuring students are engaged, motivated and challenged throughout their school career is a key priority for teachers. See how virtual and augmented reality can unlock potential, giving students new ways to experience learning and even create their own media.

VIRTUAL & AUGMENTED REALITY IN COLLEGE EDUCATION

Universities and colleges have always been at the cutting edge of new technologies, driving development and creating the next generation of scientists, developers and entrepreneurs. Virtual and augmented reality technologies are at the frontier of development right now;

VIRTUAL & AUGMENTED REALITY IN MEDIA EDUCATION & FILM MAKING

Virtual reality is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical. Virtual reality is a very common theme in science fiction movies, where it is often used a way to turn the fantastical into something that seems totally real. The main characters were taken from reality and transported into a virtual world inside a computer.

VIRTUAL & AUGMENTED REALITY IN JOURNALISM

Virtual reality for journalists, the combination of immersive video capture and dissemination via mobile VR players is particularly exciting. It promises to bring audiences closer to a story than any other platform like television. Virtual reality is an immersive media experience that replicates either a real or imagined environment and allows users to interact with this world in ways that feel as if they are there. To create a virtual reality experience, two primary components are necessary. Firstly a cameras that can record a scene in 360-degree, stereoscopic video and a new generation of headsets which can allow viewer to witness the news.

VIRTUAL REALITY course for fashion industry

"With the help of virtual Reality & Augmented Reality where the models and clothes are based upon avatars. When we use virtual reality as part of a live fashion show, a 3D image is projected into a real world setting, which is a catwalk as a part of the show. The whole point of high fashion — the attires, the theatrical runway shows, the photo shoots that appear in magazines — is to make us dream, to create a landscape that’s brighter, stranger, and more fantastic than the one we actually live in. FASHION is one of the most appropriate thing for the virtual world. With this course we will put the light upon different VR software for building virtual fashion stores, make design & 3D avatars (virtual humans) to help with clothes design, Fashion show in Second Life,3D fashion portfolio At the same time, placing you in the front row of the famous shows is not the only way the VR can be used in fashion. By looking through the VR viewer lens, we can step in the showrooms of the leading fashion brands."

VIRTUAL & AUGMENTED REALITY IN APPLICATION ENGINEERING

With VR & AR Engineering Students can design and build 3D interactive environment with real-time tracking, develop virtual prototype models where the clients get a 360° view of the design with interaction & provide 3D visualization of the building, classrooms with an animated VR walk-through.

VIRTUAL & AUGMENTED REALITY IN STARTUPS & BUSINESS

With VR & AR Engineering, Students can deliver effective VR solutions for research labs, projects & classrooms it also provides training experience centre for mechanical workshop. This technology allows to develop VR software to design, assemble complex machine parts in 3D. Virtual reality is alive and growing in the gaming world. With the Samsung Gear VR, Oculus Rift, and HTC Vive released many games, and the Playstation VR on the horizon, it is an exciting time to be in the gaming industry. As usual, the education world is taking its own direction.

VIRTUAL & AUGMENTED REALITY IN ARCHITECTURAL DESIGN

VR for ARCHITECTS.is an immersive technology, it will transport users into a fully interactive 3D environment, giving them the opportunity to explore the design, a virtual representation of a particular room, floor, or building design as a whole. The emergence of virtual reality applications for architecture has been one of the big stories of the past few years — in the future, we’ve been told, VR will become an integral part of the Architectural design.

VIRTUAL & AUGMENTED REALITY IN ENTERTAINMENT & AMUSEMENT

There are a range of virtual reality systems available for audience entertainment which includes CAVE systems, augmented reality systems, simulators and 3D display platforms. Virtual reality gaming is a very popular form of entertainment.

VIRTUAL & AUGMENTED REALITY IN TOURISIM

Tourism is the biggest in industry in the world & Virtual Reality has become the attraction point in Tourism Industry . Virtual reality allows for guided tours of any place around the world. Pegged to advance the tourist industry, people can now 'try before they buy' destinations. A virtual tour is a simulation of an existing location, usually composed of a sequence of videos or still images. It may also use other multimedia elements such as sound effects, music, narration, and text.

Virtual reality education in defense sector

One of the key advantages of virtual reality in the defense sector is the ability to immerse the soldier in a virtual, yet safe, world. This is ideal for applications in the military combat simulation, providing military personal and defense people a way to gain valuable experience of dangerous or life threatening environments from the safety of a training room. VR can be adapted to provide different training scenarios and allows military trainers to customise the content delivered to trainees.

VIRTUAL & AUGMENTED REALITY IN GLOBAL BUSINESS

Virtual reality is something that’s been around for a while, but with Facebook’s acquisition of Oculus VR in 2014, it’s been garnering more attention. And that momentum continued when, Microsoft rolled out their plans for Windows Mixed Reality headsets coming from several partners. For meetings, it can save your company money. Today, business travel is no longer an employee luxury, but many times a requirement for anyone involved in a global business For presentations, businesses no longer have to rely on basic presentation decks. Though Microsoft’s HoloLens is still expensive, soon companies will be able to use holograms to improve their visual presentations at meetings. For events, marketing planners use VR to give users the opportunity to experience a previous event. This way, potential attendees, speakers, and sponsors now have the chance to experience the type of events the company are hosting beforehand. For your products, using VR expands exposure. In cases where it’s not possible to promote products in person, VR can allow customers to experience complex products in detail. “The market is forecast to reach $30 billion in 2020 (IDC), and change is happening at a frenetic pace.”

International Mentors & Visiting Faculties

  • Dr. J. Chakroborty, Business Coach
  • Dr. M. Dave, VR Design in Architecture .
  • Colonel indrajeet singh, ISMS & VR
  • Dr. Pryanka Roy, Health & VR
  • Prof. Ramesh Varma, Education & VR
  • Mr. Salar Sahana, Chairman, WVRF, Switzerland, VR in Enterprise
  • Mr. Nick Boyer, CEO, Citylight VR, USA, VR Film
  • Dr. Barbara Lippe, CEO, Holo Lance, UK, VR Storytelling
  • Dr. Andy Niu, Chairman & MD. IVRF. Beijing, China, VR in Enterprise
  • Prof. Gianluigi Perrone,Eminent Film Director, Italy, VR Film making
  • Prof. Dr Ruzinoor CM, Head, Department of VR, Malaysia, VR in Education
  • Mr. Pattri Jakobson, Entertainment VR, USA, VR in Entertainment
  • MR. Avijit Hazra, BCCI, Chairman, Entrepreneur Cell, Kolkata, VR & Startup
  • Prof. Samir Mukherjee, Ambassador, WVRF-Geneva, Director IVRF-China, Chapter President VRARA-USA, Founder & Chairman, VR Academia, & CSEF, VR in Education
  • Mr. Kruchinin Roman, CEO, VRBOX, Russia, VR in Fashion
  • Prof. Pradip Khanna, Head, Asia, VRARA-USA, Sidney, Australia. VR In Education

Kolkata Faculty

  • Prof. Samir Mukherjee, VR Film Making & Emerging Technology
  • Sudip Sengupta, FTI, VR Story telling
  • Prabir Dutta, Bench Mark, VR equipment & Lighting
  • Rupak Chatterjee, Unity Developer
  • Ritwik Roy, C++ & other software trainer

Admin in Didactics

  • Head Training & Admin: Ms Dhriti Chatterjee
  • Counseling & Marketing : Ms. Tulika Banerjee

VR Studio people in Digital Dreamz

  • Mr. Ramprasad Pramanik, Studio Construction & Design
  • Mr. Prabir Dutta, Bench Mark, VR equipment & Lighting
  • Mr. Aniruddha Ghosh, VR System Integrator

VR LAB & different Project cost matrix for different application area

Hardware, software & training matrix VR Experience centre VR Development Lab Unity Development Lab VR Video Making Lab VR Audio Editing Lab VR Video Editing Lab
VR in School Education Need 20 nos. minimum Not Required Not Required Not Required Not Required Not Required
VR in School Education Need 20 nos. minimum May 1-2as per requirement May be 1-2as per requirement Not Required Not Required Not Required
VR in College education Need 20 nos. minimum May 2-4 as per requirement May 2-6 as per requirement May 2-4 as per requirement May 1-2 as per requirement May 1-2 as per requirement
VR for business application 1-2 as per requirement 1-2 as per requirement 1-2 as per requirement 1-2 as per requirement 1 as per requirement 1 as per requirement
VR/AR Research Lab Need 5-10 nos. minimum 1-2 as per requirement 1-2 as per requirement 1-2 as per requirement 1 as per requirement 1 as per requirement
VR Project & Start-ups 1-2 as per requirement 1-2 as per requirement 1-2 as per requirement 1-2 as per requirement 1 as per requirement 1 as per requirement
Approximate INR cost/Unit Approx. cost With hpback pack 6-8 L With Head Set 1L With Sensor 3-4L Server 3L Desktop 1-2L Laptop 2-4L Server 3L Desktop 1-2L Laptop 2-4L Camera 0.5-50 L Light 1-10L Sound 1-4L Server 3L Desktop 1-2L Laptop 2-4L Server 3L Desktop 1-2L Laptop 2-4L