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In a business climate driven by powerful digital forces, disruption, and rapid-fire innovation,
every company is now a technology company. Whereas technology was traditionally confined
largely to operations and execution, its digital expression now informs all aspects of business,
from ideation to delivery. We witness daily how it drives product design, upends venerable
business models, and rewires competition. The ascendance of exponential technologies to a place
of strategic primacy has occurred within a turbulent context. Globalization is driving borderless
growth across established and emerging markets. Barriers to entry are being lowered, if not
demolished. In this climate, new entrants focused on niches, specific functions, and overlooked
domains can make meaningful impacts on a global stage traditionally dominated by the world’s
biggest players. At the same time, customers are demanding evolved methods of engagement that
are personalized, contextual, and tailored for individual usability and utility. Likewise, the very
nature of employment is evolving as new skill sets become bargaining chips. Talent scarcity
complicates efforts to rethink operating and delivery models across functions and domains. To
help make sense of it all, we present Deloitte’s seventh Technology Trends report, our annual in-
depth examination of eight trends that are likely to disrupt businesses in the next 18–24 months.
From blockchain and augmented reality to the Internet of Things and the socially responsible
applications of technology, these trends embody the macro forces fueling innovation: digital,
analytics, cloud, and the changing role of IT within the enterprise. We balance our coverage of
each trend by also considering the implications of cyber risk in the areas of security, privacy,
regulatory mandates, and compliance. We intentionally examine cyber risk not as a separate
topic, but as an enterprise discipline embedded in the planning, design, and realization of each
individual trend. The theme of this year’s report is innovating in the digital era, which is inspired
by the opportunities today’s CIOs—across industries, geographies, and company sizes—have to
shape tomorrow for every corner of their organizations by transforming “business as usual.”
These leaders are in a rare position to imagine a future, and then harness innovation to build it
responsibly from the realities of today.
Tech Trends features perspectives from client executives, industry and academic luminaries, and
our global network of Deloitte professionals, all exploring major trends that are helping
organizations innovate in the digital era. We also examine the roadmaps and investment priorities
of start-ups, venture capitalists, and leading technology vendors. As you read the following
chapters, we challenge you to think beyond the “what” of digital innovation—the shiny objects,
applications, and capabilities—to the “so what”—how you will harness emerging trends,
innovation, and disruption to create real business value. Viewing the horizon through this
paradigm, recognize that the precision to which we’ve all become accustomed may no longer be
a given; in the age of digital innovation, we are exploring largely uncharted territory. Moreover,
any digital transformation journey should also address the more practical realities of today—
reimagining core systems, industrializing analytics capabilities, building autonomic platforms—
which are by no means trivial. Over the next 18–24 months, the only constant may be the specter
of constant change. Amid this turmoil, organizations that can confidently and purposefully
harness technology trends will find great opportunities to refocus, to revitalize, or even to
inspire. Think beyond incremental adoption patterns. Look not only for ways to do familiar
things differently, but also to do fundamentally different things. Launch new processes, products,
and services, and seek out new ways to comete.
Not matter what the scope,the time for you to act is now. Build tomorrow starting today.
Augmented Reality (AR) takes the opposite approach, and is about overlaying virtual objects on
top of the real world. This means that instead of wearing a full headset to take you into a new
world, the user instead wears a special pair of glasses, or uses their smartphone, to view the
virtual objects that have been added to the real world. A good example of this is the Pokémon Go
craze that we wrote about last summer. Pokémon Go uses the phone’s camera to show the world
in front of you, and then adds in virtually created Pokémon on top of this view, allowing you to
“interact” with the Pokémon in an attempt to “catch” them. Augmented Reality is about adding
to the real world, not creating a new one.
Mixed Reality (MR) is perhaps the hardest of these three technologies to define, but it relates to
the experience in-between the real environment used in Augmented Reality, and the virtual
environment used in Virtual Reality. The Next Web describes Mixed Reality as the following:
“Mixed Reality works by scanning your physical environment and creating a 3D map of your
surroundings so the device will know exactly where and how to place digital content into that
space – realistically – while allowing you to interact with it using gestures. Much different than
Virtual Reality where the user is immersed in a totally different world, Mixed Reality
experiences invite digital content into your real-time surroundings, allowing you to interact with
them.”
The leader in Mixed Reality right now is Microsoft, with their HoloLens, which allows virtual
objects, sounds and environments to be added to the world around you. Mixed Reality is about
combining the augmented nature of AR with the virtual objects and environments of VR.
Virtual Reality, with its immersive nature and ability to create completely new environments,
will continue to make ground into the video game market. As for film and television, it’s 360
video and not true Virtual Reality, at least in the short-term, that could make more of an impact.
360 video doesn’t feature the fully interactive, computer generated environments of VR, and
instead features fully panoramic video footage that puts the viewer where the camera goes, rather
than letting the viewer control where they go and what they do, as happens in computer-
generated Virtual Reality. 360 video is about an immersive experience, not an interactive one.
As mentioned above, Virtual Reality could have a role to play in education in the near future. VR
would provide new learning environments and scenarios that are safe and easily repeatable, and
could become an established part of learning in the 21st century. And on the commercial side of
things, VR could be used by any area of business where a virtual world would be beneficial, such
as real estate companies taking customers on virtual tours of buildings that are not yet built.
VR may also become a big player in the world of advertising, with Google Experimenting with
Virtual Reality Advertising.
While VR might corner certain markets and have specific uses, Augmented Reality could have a
bigger impact in the consumer market. Apple have indicated that AR could become huge, and
just last month they showed off their first step into AR with ARKit which will improve AR on
the iOS platform. This is just a hint at what is to follow, with AR likely to become a key part of
smartphones over the next few years, and a likely release of AR glasses into the marketplace in
the same time frame. Beyond games like Pokémon Go, AR could be used for providing real time
information to the world around you for things such as weather, traffic or locations.
AR could also be used in marketing to create a more interactive marketing experience. It could
also be used in retail too, for example letting you add a digital version of a chair or sofa to your
house before buying it. Augmented Reality could also have a variety of medical applications.
As with VR, Mixed Reality could have an important role to play in the future of education.
Schools could teach students how to do scientific experiments through the use of MR and
computer-generated objects, rather than physical ones. Mixed Reality may also become a key
tool in areas of work where collaboration is important, such as design. MR allows for two or
more people to work together on an interactive, computer-generated object and would be perfect
for projects requiring collaboration from people in different physical locations.
Another exiting field that MR could be poised to move into is holograms. Microsoft has started
work on a project called Holoportation that “allows high-quality 3D models of people to be
reconstructed, compressed and transmitted anywhere in the world in real time”. In other words,
MR could allow you to send a hologram of yourself into someone’s living room via the internet.
Regardless of whether this particular idea comes to fruition, communication could be
disruptively altered by Mixed Reality.
With companies as big as Apple, Google and Microsoft pushing these technologies forward, it’s
a near certainty that AR, MR and VR will all have a role to play in our future. Just how much
impact each one immediately makes, and which one, if any, becomes a defining technology of
the early 21st century, are questions that can’t be answered yet. What we know for sure is we’re
going to hear a lot more about these technologies in the months and years ahead.
AR/VR IN EDUCATION SECTOR:
A Growth Enabler report says top start-ups have collectively raised almost $3 million
BENGALURU, JANUARY 3
Despite the slow adoption of augmented- and virtual-reality technologies, the nascent Indian
AR/VR market is expected to grow at a compound annual growth rate (CAGR) of 76 per cent
over the next five years, fuelled by demand from business and consumer sectors.
The past few years has witnessed the emergence of 170 AR/VR start-ups in the country, 60 per
cent of which set up shop in the past 24 months. Bengaluru takes the lead, attracting 27 per cent
of these start-ups, followed by Delhi at 25 per cent and Mumbai at 13 per cent, according to a
Market Pulse Report on AR and VR, by Growth Enabler, a data and intelligence firm on
disruptive technology/digital start-ups.
Various industry estimates peg the global AR/VR market at $100-120 billion by 2021.
‘Promising future’
“It is difficult to estimate the Indian market, which is still at a nascent stage in adoption and
growth of AR/VR technologies,” said Siva S Banda, Analyst at Growth Enabler. “But from what
we see of the use cases in the US, the UK and China, it holds a promising future in India,
especially in the healthcare and manufacturing sectors, where hands-on work is involved while
working on machinery and during surgical procedures. These can be facilitated by wearing
AR/VR headsets that provide free flow of real-time information, images and analytics.”
According to Growth Enabler’s estimates, there are close to 1,500 start-ups in the AR/VR
segment worldwide, with the US accounting for nearly 45 per cent, followed by the UK, Israel
and Canada.
Globally, from 2013 to 2017, the AR segment has received $2.5 billion in funding, and VR $2.7
billion.
“In India, of the 100 AR start-ups, only 5 per cent have received any form of capital investment
of $1-1.5 million. Of the 70 VR start-ups, only a handful have raised any seed/angel capital.
Even the top 15 AR/VR start-ups that Growth Enabler has identified based on over 50
parameters, have collectively raised under $3 million in funding. But all that is going to change
in the next five years,” Banda said.
The Karnataka government is actively promoting AR/VR start-ups by providing incubation,
mentoring, idea validation by experts, opportunities to deploy pilots with various departments,
along with fund support for eligible ones. “We have around 50 start-ups in the AR/VR space in
our physical and virtual incubation programmes” said Priyank Kharge, Karnataka IT Minister.
Scanta, a Delhi-based start-up, has built AR technology-based marketing solutions using Apple’s
ARKit, for brands to interact creatively with customers through the use of mobile apps. Coca-
Cola India was the first brand to use it to engage with its customers for Christmas and New Year
2016 at Cyber Hub, Gurugram.
ShilpMIS, a Surat-based start-up offers VR experiences, apps, 360-degree videos, interactive
holograms for the real-estate sector. The start-up’s VR content-creation tools and services have
attracted clients such as Mercedes Benz and The Advantage Raheja Group.
Smartivity, another Delhi-based start-up sells STEM (science, technology, engineering, maths)-
based educational content in the form of toys, and DIY (do-it-yourself) kits that are AR-enabled.
It works with schools that have integrated the firm’s products into the curriculum, and also
exports to the US and Europe.
The world is
drastically
changing
and
adopting
this new
technology for capturing the market, according to Goldman Sachs Global Investment
Research.
This will be the revenue generated by different sectors in upcoming years.
Today, just a few years later, AI systems are embedded in many of the products that companies
and consumers use regularly. Clearly, we have adopted AI technology and integrated it into our
daily lives.
This is also the case with augmented reality (AR) and virtual reality (VR), two distinct but
related technologies that have become popular in the business and consumer press.
AR is the ability to insert digital objects into a camera view of the real world, based on
information about the scene that is within the camera’s view. While Pokémon Go is the most
commonly known consumer use of this kind of technology, far more sophisticated AR
applications offer great promise for all kinds of applications.
VR is based on the diametrically opposite concept: It immerses real people inside a fictional
digital, or virtual, space. Many games now use VR to make the experience even more realistic
than someone has playing the game on a computer, TV screen or tablet. Just as with AR, there
are many potential applications of VR that go well beyond games.
Why will AR and VR be important for businesses of all kinds? Well, for every company, building
engagement with customers is a key element of their ability to develop long-lasting and lucrative
relationships. At Kaon Interative we have identified three primary factors that contribute to
successful engagement strategies.
5
These include creating more intuitive interfaces with systems and data, and enabling more
engaging dialogues with customers and partners. According to Black & Veatch CTO Brad
Hardin, the company is initially focusing on AR opportunities. He also sees eventual
opportunities to use VR technology in areas like remote robotic welding and providing security
training simulations for power plants and other vulnerable infrastructure. “In exploring
opportunities to use smart wearables, we are ultimately trying to create more value for the
company and our clients,” says Hardin. “But we are also trying to disrupt our business model
before we get disrupted.
We’ve been hearing a lot over the past few years about how virtual reality has the potential to
transform the way we learn and teach, from providing in-depth knowledge and helping us
understand complex subjects to facilitating language immersion and virtual trips.
Although in theory VR technology should be an amazing tool for learning and teaching, the
reality is that it’s been slow to take off in educational settings, in large part due to the fact that it’s
still so costly to implement.
Even so, predictions are that by 2019 VR will start becoming mainstream, and some of the major
players in the education and technology sectors including Google and Facebook are
already pursuing applications for the classroom.
To give you an idea of how VR will eventually facilitate learning, we decided to take a look at
some of the most notable examples of how virtual reality is already being used by schools and
learning institutions around the world.
The Google Expedition app is free to download on IOS or Android and teachers can invest in
some of the low-cost cardboard headsets that can be attached to a smartphone. With these simple
headsets, students can actively explore anything from Machu Picchu to outer space or the deep
sea.
2. Language immersion:
One of the best ways to learn a new language is through full immersion, as this requires students
to listen to and speak the language they’re learning all day, every day. Since most of us can’t
afford to jet off to another country for weeks or even months at a time, virtual immersion is the
next best thing. Virtual reality simulations can trick the brain into thinking the experiences are
real, and a number of new language learning apps that use VR are now being developed.
One such app is Unimersiv, which can be used together with the Oculus Rift headset. The app
allows learners to connect with people from all over the world and practise their language skills
while playing games and interacting with other students in a virtual world
3. Skills training:
Virtual reality simulations can also help students learn practical skills, and one of the biggest
benefits to training people in this way is that students can learn from realistic scenarios without
the risk of practicing an unfamiliar skill in an uncontrolled real-life situation.
An experiment carried out by Google’s Daydream labs found that people who got VR training
learned faster and better than those who were merely shown video tutorials. The interactive
learning experiment was aimed at teaching coffee making, and students were either shown a
YouTube tutorial on how to pull espresso shots or allowed to practice it in VR.
After training for as long as they liked, the students from both groups were asked to make coffee
in the real world. Sure enough, the students who learned with VR made fewer mistakes and were
quicker at pulling the espresso shots than those who watched the video tutorials.
4. Philosophical theories:
Even philosophical theories can be brought to life with virtual reality. The Sevenoaks School in
the United Kingdom recently started using VR headsets in its philosophy lessons as a way to
introduce students to French philosopher Rene Descartes’ dream argument.
Meditations on First Philosophy is one of the most influential philosophical texts ever written,
and begins with the claim that dreams and waking life can have the same content. Thanks to the
VR headsets, students are able to see just how immersive a simulation can feel and experience
firsthand the possibility that life is nothing more than a simulation.
One student commented that “It’s amazing to think that we can test and understand more about
these centuries-old theories with the latest modern technology. It has brought a whole new
meaning to Philosophy for me!”
6. Special education:
The Jackson School for special needs students in Victoria, Australia has been using the Oculus
Rift headset with students in the classroom. Technology and special education instructor Mathieu
Marunczyn explains that the Oculus Rift has helped spark his students’ imagination and gives
them a visual insight they wouldn’t otherwise have. For instance, students can take a peek inside
an Egyptian temple or view a jet engine to gain an understanding of how it all fits together,
which makes lessons a lot more hands on.
Marunczyn also notes that structured lessons with meditative virtual reality apps like those that
explore planets and stars tend to have a calming effect on his students, many of whom have some
form of autism.
7. Distance learning:
Virtual reality technology also has huge potential in the distance learning industry, and a recent
study from Penn State University researchers showed that VR technology can improve learning
outcomes for online students.
Stanford School of Business is already offering a certificate program delivered entirely through
VR, and at the University the University of British Columbia Law School, students are
enjoying virtual reality lectures using a VR social application called VR Chat. The application
provides virtual online chat spaces where students with a VR headset can project themselves and
interact with lecturers and other students.
8. Improved collaboration:
Virtual reality technology has the potential to greatly enhance collaboration between teachers and
students, both in distance learning and classroom-based teaching. Research shows that virtual
and augmented reality simulations increase student motivation and improve collaboration and
knowledge construction. One study conducted in a virtual world called Second Life allowed
teachers to design, create and use collaborative activities to introduce exchange students to
Chinese language and culture before they went abroad. The students showed improvements in
key areas including reduced embarrassment when practicing their language skills and better
social interactions between students.
9. Game-based learning:
Virtual reality will likely completely change the way games can be used for learning. Game-
based learning works because in increases engagement and motivation, and virtual reality can
take this to the next level.
Jane Wilde, an instructor at Marlboro College in Vermont who has been using games and
simulations in her lessons for some time now, notes that although virtual reality games are not
the only source of fun and engagement in class, they can make a substantial difference.
“In my own experience game-based learning is motivating because it is fun,” she says. “The
playing field is leveled – a player’s gender, weight, race don’t have to interfere with their
acceptance by other players. You are judged by your actions.
A lot can be accomplished in a virtual environment that would not be possible in real life. Also it
is memorable – the visual and kinesthetic experiences in virtual worlds contribute to our ability
to learn.”
Augmented reality (AR) and virtual reality (VR) are showing clear signs of a growing
industry—with increased investment, exciting new content (and types of content) and
technological advancements. But with growth comes new obstacles, including heightened
legal concerns.
Given our extensive work with companies in the AR/VR space and long history advising
clients on the various legal and business issues that arise, we once again conducted a survey to
better understand how industry insiders are viewing the future of AR/VR and responding to
new developments. Perkins Coie’s 2018 Augmented and Virtual Reality Survey —completed
by startup founders, technology company executives and investors— follows our inaugural
survey in late 2016, providing an opportunity to track the upward trajectory of AR and VR
over the past 18 months.
User experience was viewed as the top obstacle for mass adoption of both VR (41%)
and AR (39%), reflecting ongoing concerns with technical limitations and performance
issues, as well as bulky hardware in the case of VR. Cost was a greater concern for VR
(22%) than AR (14%), whereas respondents expressed more concern about content
offerings for AR (25%) than VR (17%).
Two-thirds of respondents expect the AR market to surpass VR in revenue. However,
51% now think it will happen within three years, whereas only 18% selected that
timeframe in 2016. That means that even taking into account the 18 months between
surveys, respondents believe the timeframe in which AR will surpass VR is shorter
than previously anticipated.
Growth and exit strategies for AR/VR startups for the next three years mirrored those
from the 2016 report. A plurality of this year's startup respondents (45%) said they
planned to raise capital to build their companies, followed by 23% who are pursuing
acquisitions and 18% who are pursuing strategic partnerships.
Most respondents plan to monetize AR/VR technology by selling products or
subscriptions (59%), followed by charging for additional features or for in-app
purchases with free apps (27%).
COMPANY’S PROFILE
ABOUT KOMPANIONS
Kompanions is a pioneer in revisualizing the concept of education in India. Our Learning
Scientists work around the clock to build the most advanced approaches in education such as
Gamification & 3D Visualization.
It aims at making the learning process for children smooth, fun and effective. Clubbing the
traditional ways of teaching with technology, Kompanions focus on more than 20+ learning
skills that help in child development and create a vast pool of abilities which ensure a critical and
logical reasoning in all learners. Simply put, we are knowledge companions for learners across
the globe who have taken up the liability of revolutionizing education by making it logical,
conceptual and experiential.
They try to simplify education through avant-garde ideas. We provide learning platforms that go
beyond content acquisition and delivery to focus on society, learning, connectivity and student
engagement. While connecting the dots between what’s new and what they already know,
children need to have fun in the whole process and we complete this need. They are the
innovators in the education landscape, meticulously curating fun, easy – to – use and
comprehensive offerings for all stakeholders in the education system.
KOMPANIONS has designed several products that work upon neuroplasticity by deploying
brain workouts for children between three and 15 years. The start-up is primarily trying to solve
three core issues:
(A) Diagnosing and raising brain performance in key areas such as intelligence, holistic growth,
thinking NEW, logical thinking, language proficiency and creativity.
(B) Reducing the gaps in learning, reasoning, and aptitude/logic.
(C) Providing a growth path towards continuous improvement, given the current unstructured
approach towards learning.
The flagship product from KOMPANIONS is KUBE, India’s first three dimensional (3D)
educational game-box that aims to build a child’s scholastic and co-scholastic skills through
brain training. KUBE is suitable for children in the age group of 3 to 12 years. It helps to build
various skills amongst the children such as logical and creative thinking, curiosity, concentration,
imagination, analysis, and fine motor skills, to name a few. Additionally, KUBE helps to develop
distinct facets of growth and exploration amongst children that includes intelligence, holistic
development and new ways of thinking and language proficiency. KUBE comprises of a VR Kit
(VR glasses for virtual tour), VR app (an education-training application (app) for VR journey),
fun facts and tracker images for 3D learning, digital games, picture card game with facts, 3D
illustrations, catchy, theme-based words and their meanings, puzzles and teasers, theme based
facts and trivia, insightful knowledge bytes. KUBE is available for sale through the company’s
website and leading online shopping portals.
Other than KUBE, KOMPANIONS offers products and solutions, for both B2B and B2C space.
It works with schools through 3D labs, assessment architecture, movie making, summer camps,
and VR workshops for students.
Operating with the profound intent of revolutionizing the education industry, Kompanions is
growing rapidly at an astonishing 200 percent rate annually. Thriving on emerging technologies,
the company foresees a challenging but promising future. “We’re working towards doubling our
workforce, spreading out geographically and foraying into non- education sectors,” reveals
Yuvraj Krishan Sharma, Co-Founder, and Kompanions. The company has a few exceptional AR
and VR based product launches in the pipeline this quarter. With virtual and augmented reality
technologies becoming mainstream and today’s education system in dire need of evolving, sky is
the limit for Kompanions.
ABOUT REDCHIPZ
Redchimpz is subsidiary of Kompanions dealing in AR powered flash cards for kids.
Augmented learning means to add to enhance something. Thus, it means superimposing of data
or images on the real world or creating layers of digital information over the real world that can
be seen through any android or iOS Device.
Whereas Virtual Reality transports the user into an entirely different virtual environment.
Through VR, user’s feel that they are actually present in a particular setting for example, in a
jungle or in a haunted house.
• VISUALISATION:
Now a days, data is generated in huge amount. Big data analytics is used to analyse it. There is
structured as well as unstructured data that is generated.
Augmented reality helps students and teachers to visualise 3-D models in the real world, in real
time. Most classroom curriculum is theoretical and for kids to understand what’s being taught,
they actually need to picture it in their minds. This helps them to be more creative.
AR doesn’t impede this growth but accelerates it. Kids now don’t need to picture in their heads
what things in real life might me like but can actually see and feel them.
This takes imagination and creativity to a whole new level as now AR is the base on which they
will build their imaginative castles.
• INTERACTIVE LEARNING:
Augmented reality helps in making learning fun and easy to understand. It makes a student more
engaged in studies.
It increases the thinking process of the students and bring ideas to life.
• LESS STRESS:
As students understand things easily and grasp the complex concepts faster so the stress levels
are reduced.
ABOUT THE PRODUCT:
• 5D+ Flash Cards are well researched innovative Augmented Reality (AR), Virtual Reality (VR)
& Mixed Reality (MR) based learning flashcards for kids aged 3 years and above.
• Complete kids learning kit: Designed by early childhood specialists and largely based on the
feedback from school teachers & parents and kids, which ensures that your child learns,
comprehends and has fun - all at the same time.
• Features: Click & Share a pic | Selfie in Augmented Reality (AR)| 16 Captivating AR & VR
Cards| Insightful 3D Cards | Quizzes.
• The 5D Flash Cards are highly interactive children learning game with Animation, better than
legacy baby learning toys.
• See your child progress: Learn with 5D cards better than regular 3D & 4D educational toys &
games for kids - Loaded with impactful educational games for children.
• Your child gets to play, learn and interact with their favourite animals on our free iOS and
Android Application.
5D+ Cardz
A unique product that uses 3D visualization, sound and interactive games to provide
extraordinary learning experiances for your child.
Insects:
Wild Animal:
Birds:
Aquatic Life:
ABOUT EDIIIE:
At EDIIIE they target other companies and provide them solution through their products
offering.
They have a major presence in Education sector and have been delivering best of the work (i.e.
in 2D/3D animations, AR & VR education models) to leading publishers like: Pearson, NIIT,
Orient Black Swan etc.
They also have their presence in Hospitality, Real Estate, Architectural Firms, Manufacturing,
Automobiles etc. where we augment their required materials.
Yuvraj is leading the effort of establishing the company in India. He looks after product design,
marketing, technology, and content design. Yuvraj believes in building the necessary skills in the
children such as logical and creative thinking, curiosity, concentration, imagination, analysis, and
fine motor skills. His understanding of the school education space coupled with technology gives
him an extra edge in researching and bringing out innovative products especially designed for
school students.
As the technological progress is unstoppable, people are presented with more and more things
that make life easier, more efficient, and just plain cool.
The internet has opened tons of doors for folks in the real estate business – starting from internet
advertising through online listings and ending up with virtual tours.
Each of these technological advances facilitated fast and smooth property selling.
Real estate is one of the most competitive and client-centric industries. With augmented &
virtual reality, you can take customer engagement ratio to a new high.
Simply hold your phone and move around the device around your interested property which will
enable you to walk around the property and check details such as colours of walls. You can easily
move around the property and get real-time updates about price, sale status, contact information
and virtual tours etc.
BENEFITS IN DETAIL:
• USER ENGAGEMENT THROUGH VISUAL INTERACTION:
When limited to 2 dimensions, real estate projects do not offer much information for the
customers. By presenting all the best construction projects in the most engaging way, in
augmented reality, clients get to emerge themselves into the new dimensions of the property on
sale. From a 2D picture an augmented reality app can produce a 3D creation of the property. It
can be viewed from different angles, sections of the house can be taken off to reveal the layout of
different floors, not just the bits that a camera can capture.
Plans presented with the use of new technologies are much clearer, and the visualization of
various stages of construction improves the work of the people responsible for its
implementation. Virtual reality allows us, in this case, to visit a house or apartment that is just
emerging and investigate the walls and structural elements.
• GREATER PROFITS:
Finally, the benefit which is a great summary of all the above points, because – honestly
speaking – business is mainly about money. The use of alternative reality and virtual reality is a
great help, as well as a way to meet customer expectations and, consequently, increase their
numbers. This in turn should translate into greater profits. For companies operating in the real
estate industry, the use of AR and VR is not only an image building investment, but also a sales
reinforcement.
SWOT ANALYSIS
Strengths Weakness
Gaming Factors to Enhance Motivation ● Back-End Data Extraction,
Low-Cost Environments That Can be Duplicated and Management, Analysis, Visualization
Distributed Front-End Flexibility
Self-Guided Exploration and Independent Practice Side Effects
Real-Time Performance Feedback Interaction Methods
Interface Modification Contingent on User’s Platform Compatibility
Impairments Immature Engineering Process
Safe Testing and Training Environment
Opportunities Threats
Gaming-Industry Drivers Too Few Cost/Benefit Proofs
VR Rehabilitation with Widespread Intuitive Appeal to Could Impact VR Rehabilitation
the Public Adoption
Integration of VR with Physiological Monitoring and Ethical Challenges
Brain Imaging The Perception That VR Will
Real-Time Data Analysis and Intelligence Eliminate the Need for the
Clinician
Limited Awareness/Unrealistic
Expectations
3C’S OF COMPANY
The 3C's Model is an industry model, which offers a strategic look at the factors needed for
success. It was developed by Japanese organizational theorist Kenichi Ohmae.
The 3C’s model points out that a strategist should focus on three key factors for success. In the
construction of a business strategy, three main elements must be taken into account:
1. The Company
2. The Customers
3. The Competitors
Only by integrating these three, a sustained competitive advantage can exist. Ohmae refers to
these key factors as the three C’s or strategic triangle.
Customers have wants and needs. The company recognises these and offers a basic product. To
cater to their expectations and also to differentiate from competitors, companies try to offer
differentiated products. Similarly, competitors attempt to offer differentiated products to generate
profits and growth.
THE CUSTOMER: Clients are the base of any strategy according to Ohmae. Therefore, the
primary goal is supposed to be the interest of the customer and not those of the shareholders for
example. In the long run, a company that is genuinely interested in its customers will be
interesting for its investors and take care of their interests automatically. Segmentation is helping
to understand the customer.
THE COMPETITORS: Competitor based strategies can be constructed by looking at possible
sources of differentiation in functions such as: purchasing, design, engineering, sales and
servicing. The following aspects show ways in order to achieve this differentiation.
RESEARCH OBJECTIVES:
RESEARCH METHODOLOGY:
Type of research Descriptive & Explanatory
Sampling Simple Random sampling
ANALYSIS: During the visit of many clients I have asked them about AR and VR. The result
has shown that 77% of people is knowing about AR and VR. And they are exciting about these
technology.
Q2) From which Promotional activity do you know about Kompanion?
Word of mouth
Social- media
Print media
Sales Person
ANALYSIS: I have surveyed about promotional activity of company , how they are promoting
the products. Surveyed show that 60% is known by sales person, 5% print media, 7% social
media, 28% word of mouth.
Q3) How much you use AR and VR in daily life?
Mobile
Smart TV
Education Study
None
ANALYSIS: I have asked these question to many customer frequently to know that how AR and
VR impacting on their life. Result shows that 46% is related to study, 21% smart TV, 31%
mobile, 2% none.
Q4) Which product do you purchase from Kompanions?
VR-Box
AR-Box
Cards
Kube
K lab
Kompass
360* photo shoot
ANALYSIS: This Company is dealing in various product so I have asked the question that
which product you mostly buy from this company. Cards is a product of the company which has
higher percentage. It also helps to know about position of product in the maket.
Q5) Do you get the proper services of the product?
Yes Proper
Not Proper
Sometime’s proper
ANALYSIS: Reason behind analysis of this product is that I want to know personally that
customer is satisfy from the service of company or not. I impressed by seeing that 73% of
customers are satisfy from their service.
Q6) Which companies product do you purchase most often_______?
SmartVizX. ...
Kompanions. ...
Merxius. ...
Xenium. ...
ANALYSIS: Analysis of these questions is important for the company because they want to
know about the image of the company in mind of customer. And also want to know in
comparison to competitors customer want to buy product from which company
Q7) Weather the product of the kompanions is helpful in your Schools?
Play Schools
Primary Schools
Secondary Schools
Higher Secondary Schools
ANALYSIS: Most customer are satisfy from us because of technology and price which we
providing them
SUGGESTIONS
1. The company needs to focus on increasing its sales. A proper marketing channel is
required for this. They need to hire experts for this purpose.
2. .Moreover they also need to hire experts for different fields especially for Digital
Marketing. The product offering of the company is very good and unique in its own way
the need to find the right target audience for them.
3. And also I feel company should start investing in long term applications like CRM, paid
campaign and all. Especially an application like CRM will be very helpful for them. This
would help them to find out the right audience for them and what they are searching for.
They can use the data collected through CRM application to pitch their product directly
to the customer Facebook wall and Instagram ads.
4. All these will help them to earn more attraction from the customers and if they really like
their products they could went on buying the products.
5. Also they should focus more on the context rather than the content which they are
providing to their customer. I feel the company lack behind in this aspect.
6. For example, their Facebook and Instagram posts are mostly related to their product and
telling about the product. But they fail to convey why it should be bought by the
customer and what value they will provide to them and how this product is value for their
money. They need to improve on this aspect.
7. If I talk about the 5D card by Redchimpz which we were given to sell that is only
applicable for local markets and toy shops but not for schools, for schools you can apply
those Pearson boxes those look much formal for school purpose.
8. Also the internship program needs to be enhanced a bit. The learning is good but it could
be better if they provide the students with more opportunity like research analysis. What
they lack is giving monetary motivation to their interns to work harder.
9. The company has a great future talking in the term of product and technology they are
doing. Being a start-up it is doing great. Just a little more improvement and it can achieve
many milestones.
WORK DONE
MARKET SEGMENTATION :
The very first thing we did was dividing the market into different sectors were we can
apply out technology of AR/VR, so we divided the market into real estate, schools,
colleges, toy shops, restaurants.
APPROACHING CUSTOMERS:
After that we started from reaching to schools some were very interested and some did
not responded without proposal but due to the summer vacations the sales did not happen
they all needed the time plus they wanted to contact them in July, they also had the
problem that how will they demonstrate like we were demonstrating them to their
children and how the parents will be convinced of this new technology.
LEAD GENERATION:
One of the thing which I had done in my Summer Internship Program (SIP) was that I
concentrated on generating the lead of the company and it was also for me because I
learnt how the approach the customers and also understood the competition in the market.
5D Cardz:
Next what I had done during my SIP was that I worked with 5D+ AR and VR cardz
Which is the product offerings of KOMPANIONS subsidiary REDCHIMPZ and from this I
Knowledge about Augmented Reality and Virtual Reality and their uses in different
Sectors.
KG Apps:
One of the main thing on which I had worked was that I had worked with KG Apps in
which different contents of KG kids are included and I got full information about that and
its also a product of KOMPANIONS.
LEARNING
Building relation with customer
Convincing customer
Team coordination
How to make a plan
How to target the customer or categories them
Positive attitude
How to generate a lead
How to approach the customer
Understanding the market
Learn how to do business
How to tackle the cross question from client
Learned to be patient and keep ego side
Important thing of selling is price , learn how to offer the price to customer
Learning about the hotel industry and how to approach them
CONCLUSION
While there has been a lot of buzz across Silicon Valley with the VR AR & MR , India is still
taking its baby steps towards this sector. According to a report by Goldman Sachs published
earlier this year, the combined virtual reality and augmented reality market is estimated to reach
anywhere from $80B to $182B in market size, by 2025. And with the investors, innovators and
those who truly understand the DNA of VR rolling high, it is quite likely that 2016 would be the
year of opportunity for VR segment in India. India progress Towards MAKE IN INDIA initiative
can identify this segment of It industry as an opportunity or avenue of entrepreneurial promotion
by instituting more venture capital institutions
REFERENCE
https://www2.deloitte.com/insights/us/en/focus/signals-for-
strategists/augmented-and-virtual-reality-enterprise-applications.html
http://www.ediiie.com/
https://www.jabil.com/insights/blog-main/top-augmented-and-virtual-
reality-challenges.html
https://www.computerworld.com/article/3247795/virtual-reality/how-ar-
and-vr-will-change-enterprise-mobility.html
https://xenium.in/
https://www2.deloitte.com/content/dam/Deloitte/au/Documents/consumer
-industrial-products/deloitte-au-cip-retail-trends-vr-ar-retail-020517.pdf
ANNEXURE QUESTIONNAIRE