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CAMPUS

VR
Colleges are now operating online due to
COVID-19. It has made it difficult for
students to interact with new batch
members and network with their peers.

It is difficult to interact with introverts on


online platforms. Hectic Schedules &
Sacrosanct deadlines makes it worse

It is difficult to study together online with


peers than to study together at library or
dorm. Whereas studies suggest the latter is a
good path to build a connection.

Because of online education, batchmates are


having a hard time figuring out how to
strengthen their bonds by capitalizing on

Problems!
their shared interests.
LEARNING BY DOING Skills training- An experiment
VR provides an experience anchor
to the instruction; VR allows NEED carried out by Google’s
Daydream labs found that
virtual escape rooms that teach
leadership and collaboration to IDENTIFICATION people who got VR training
customized programs that can
learned faster and better than
change interiors of retail
environments as part of those who were merely shown
marketing exercises. video tutorials.

SKILLS LOST DURING


THE LOCKDOWN
Students are missing out on learning ● Teamwork
by doing, peer-to-peer learning and CORPORATE TRAINING in SOFT ● Organic
developing critical cognitive skills communication
SKILLS -participants can go through
due to lack of social interaction due ● Collaborative efficiency
many different scenarios and have the ● Time management
to Covid-19.
right to make as many mistakes without ● Empathy
real consequences.
STAKEHOLDER ANALYSIS
Health Care Sector
Tourism Industry
PRODUCT DEVELOPMENT
Sports
ARCHITECTURE
AVIATION
CORPORATE SECTOR
Education Industry
• Students
• Professors
• Admin Department
• Colleges
• Schools
MARKET : Who are we targeting ?
 skill-building programs in universities
 real-world technical training
 learning of abstract concepts in schools and
colleges.
 Open end interactions
  The Augmented reality market is estimated to
grow from USD 10.7 billion in 2019
and projected to reach USD 72.7 billion by • Hobbies
• Educational Sector
2024; it is expected to grow at a CAGR of • Personalit
• Corporate Sector
46.6% from 2019 to 2024. y traits
Psychographic • Interests
Geographic

Demogrphic Behavioural

• Age • Comfortability
• Gender with a medium
• Occupation • Ease of access
• Population density and usage
Group/ club Activities like Group Sports
dance, Club runs, Street plays

SOLUTION
S
Major destressing activities and
learning won’t be hampered

Movies, jamming sessions Group studies


Learning about the
project due to a better
Motivation and
sense of proportions Enthusiasm.
engagement.
and experiencing the
environment.

VIRTUAL The credibility of the

CLASSROOMS
Collaboration. Collaborative learning.
design.

Communication due to
shared knowledge.
Walmart has trained over a million of its associates in VR. One of the most frequently used modules is
“The Pickup Tower,” — a large kiosk lets customers pick up online orders. Trainees received step-by-
step instruction with immediate feedback when they made mistakes.

SOFT SKILLS DEVELOPMENT CORPORATE TRAINING

Employees completed VR Reduces cost and


programs up to four times logistics hurdles
faster than in-person trainings, Impactful experience
and 1.5 times faster than e- omitting real world
learning programs — consequences
WHAT MORE?

Company Visits Industrial Visits


Virtual visits will not only make it
In the United States, after the first shortlist of easier to understand the
internships is released, MBA graduates visit production process at industries,
companies to learn more about them. Traveling will but they will also save you time
take less time thanks to virtual reality. on travel.
THANK YOU

Het Shukla
Gaurvi Sharma
Madhvi Didwania
Anish Kumar Mukherjee
References
 https://www.researchgate.net/publication/336186131_Augmented_reality_in_the_tourism_industry_A_
multi-stakeholder_analysis_of_museums

 https://www.frost.com/news/press-releases/frost-sullivan-examines-seven-virtual-and-augmented-real
ity-application-areas-boosted-by-global-5g-deployment/

 https://www.forbes.com/sites/bernardmarr/2019/07/19/the-important-difference-between-virtual-re
ality-augmented-reality-and-mixed-reality/?sh=4638408035d3

 https://www.referralcandy.com/blog/what-is-market-segmentation/

 https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02086/full

 https://www.ijser.org/researchpaper/Brief-Introduction-of-Virtual-Reality-its-Challenges.pdf/

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