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AugVirtz
Augmented and Virtual Reality in Education
Pranali Sohoni and Ashwani Kottapalli
Our Project
Creating VR friendly classrooms for the first time in India.
Using Inexpensive Google Cardboard as a VR cum AR headset and creating special application
based on the different courses of the Curriculum.
AR and VR supportive mobile applications on Android and iOS
Substitute for text learning and 2D visuals.
Using Hologram Technology
as a method of teaching
By creating 3D animations and objects using the
developed mobile applications, to be used in the
real world for teaching purposes.
Use of Haptic Systems
For learning in subjects like Engineering Graphics,
where one can get the experience of building
virtual 3D objects in the real world.
Virtual World
To make the best possible use of
the limited space available
Use of
As Development Platforms
Scope
 AR and VR market in India is projected to register a CAGR of
55.3% during 2016 – 2021.
 If successful, the idea could be extended to other subjects and if
feasible, to other campuses.
 Success of the project would encourage other institutes to
implement such technologies, revolutionizing the education
system.
 From old methods of teaching to modernized technology driven
mode of teaching.
 Expansion of AR and VR technologies to fields other than
education.
Minimum growth
prediction
in the field of Education
Predicted market size for
AR/VR in 2025.
Uncertainty about field in
which there will be max AR
tech.
Video-Gaming field is most
promising.
Half the industry’s revenue
generated by healthcare
and engineering.
Least development in the
field of education.
GOLDMAN SACHS RESEARCH CHART
Additional Plan
 Buying VR and AR ready headsets.
 Reading recommended books and articles.
 Consulting teachers and seniors whenever required.
 Completing online courses regarding the same.
 Building Virtual Games for better understanding of basic
concepts.
 Keeping in-campus inductions to select limited number of
capable students for help.
 Working on Haptic System movements for their integration in
the software created.
 Initial Experimentation and Implementation within Bits
Campus (in one of the classrooms/for a particular subject)
 Taking regular feedback from students in campus.
 An attempt at extending AR and VR systems to MR
Technologies.
PLEASE watch the FULL VIDEO for better understanding of the field our project is based on:
https://www.youtube.com/watch?v=5AjxGqzqQ54
Thank You!

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AugVirtz(SharkTank_CTE)

  • 1. AugVirtz Augmented and Virtual Reality in Education Pranali Sohoni and Ashwani Kottapalli
  • 2.
  • 4. Creating VR friendly classrooms for the first time in India. Using Inexpensive Google Cardboard as a VR cum AR headset and creating special application based on the different courses of the Curriculum.
  • 5. AR and VR supportive mobile applications on Android and iOS Substitute for text learning and 2D visuals.
  • 6. Using Hologram Technology as a method of teaching By creating 3D animations and objects using the developed mobile applications, to be used in the real world for teaching purposes.
  • 7. Use of Haptic Systems For learning in subjects like Engineering Graphics, where one can get the experience of building virtual 3D objects in the real world.
  • 8. Virtual World To make the best possible use of the limited space available
  • 10. Scope  AR and VR market in India is projected to register a CAGR of 55.3% during 2016 – 2021.  If successful, the idea could be extended to other subjects and if feasible, to other campuses.  Success of the project would encourage other institutes to implement such technologies, revolutionizing the education system.  From old methods of teaching to modernized technology driven mode of teaching.  Expansion of AR and VR technologies to fields other than education.
  • 11. Minimum growth prediction in the field of Education Predicted market size for AR/VR in 2025. Uncertainty about field in which there will be max AR tech. Video-Gaming field is most promising. Half the industry’s revenue generated by healthcare and engineering. Least development in the field of education. GOLDMAN SACHS RESEARCH CHART
  • 12. Additional Plan  Buying VR and AR ready headsets.  Reading recommended books and articles.  Consulting teachers and seniors whenever required.  Completing online courses regarding the same.  Building Virtual Games for better understanding of basic concepts.  Keeping in-campus inductions to select limited number of capable students for help.  Working on Haptic System movements for their integration in the software created.  Initial Experimentation and Implementation within Bits Campus (in one of the classrooms/for a particular subject)  Taking regular feedback from students in campus.  An attempt at extending AR and VR systems to MR Technologies.
  • 13. PLEASE watch the FULL VIDEO for better understanding of the field our project is based on: https://www.youtube.com/watch?v=5AjxGqzqQ54 Thank You!