Services

Labs that get built. Skills that get taught.

We set up digital twin and AR/VR labs for institutions, then run the training, workshops, and seminars that turn them into working capability — for students, faculty, and industry teams alike.

The Lab-to-Launch Loop

We don't just build a lab.
We build capability on your campus.

Most vendors install equipment and leave. We stay for the whole journey — from the lab we build, through the skills we teach, to the projects, publications, patents, and placements that follow. One closed loop, and it compounds with every batch.

Stage 01

We build the lab

A digital twin or AR/VR lab, installed and configured on your campus.

    Next — the lab needs skilled hands
    01
    Stage 01

    We build the lab

    A digital twin or AR/VR lab, installed and configured on your campus — instrumented rigs, software, dashboards, ready to run from day one.

    • Instrumented rigs
    • Software + dashboards
    02
    Stage 02

    We run courses & workshops

    Semester courses, training, and hands-on workshops bring students and faculty up to speed — from first principles to building their own.

    • Semester courses
    • Hands-on workshops
    03
    Stage 03

    We guide real projects

    Students build project work on the lab's own facilities, mentored by us — turning equipment into genuine engineering output.

    • Mentored projects
    • In-house lab
    04
    Stage 04

    We drive publications & patents

    We push strong work toward papers, journals, and patent filings — outcomes that lift the student, the guide, and the institute.

    • Papers & journals
    • Patent filings
    05
    Stage 05

    We assist internship & placement

    Students carry demonstrable skills and published work into internships and jobs, connected to real industry opportunities.

    • Internships
    • Placement support
    06
    Stage 06

    The loop closes

    Stronger students, richer projects, and a growing body of published work feed back into the next cohort. Capability compounds.

    • Next cohort
    • Compounding value
    ↻ Loops back to a stronger Stage 01

    The result: your institute doesn't just own equipment — it builds a self-reinforcing engine for skills, research output, and student outcomes.

    Bring Lab-to-Launch to your campus
    GROUP 01

    Lab Setup

    Complete, installed, ready-to-run labs — hardware, software, and everything in between.

    Lab Setup · 01

    Digital Twin lab setup

    A complete digital twin laboratory, built end to end. Physical rigs are instrumented with sensors and wired to live simulation models, so students can change a real parameter and watch the model's prediction move alongside the measurement.

    We handle the whole setup — hardware, instrumentation, software, dashboards, and the lab material to run experiments from day one.

    • Instrumented physical rigs
    • IoT sensors & DAQ
    • Live simulation models
    • Real-time dashboards
    • Experiment manuals
    • Faculty onboarding
    Digital twin lab — instrumented tank rig with live dashboard Digital Twin Lab
    Lab Setup · 02

    AR / VR lab setup

    A fully equipped immersive lab. We supply and configure the headsets, build the content, and create machine-visualisation modules that let students step inside equipment — see cutaway views, follow disassembly sequences, and run scenarios a physical lab can't safely stage.

    Everything is set up and ready: hardware, software, content library, and the training to use it.

    • VR / AR headsets
    • Workstation setup
    • Custom content modules
    • Machine visualisation
    • Guided procedures
    • Faculty onboarding
    Students using VR headsets in an AR/VR lab AR / VR Lab
    GROUP 02

    Training & Programs

    Turning tools into skills — for students, faculty, and industry professionals.

    Programs · 03

    Training

    StudentsFacultyIndustry

    Structured, hands-on training on digital twin and AR/VR tools — from first principles to building your own. Programs are tailored to the audience: foundational for students, train-the-trainer for faculty, and application-focused for industry teams.

    Delivered as multi-session courses so skills actually stick, not one-off demos.

    • Multi-session format
    • Hands-on exercises
    • Level: basic to advanced
    • Train-the-trainer track
    • Course material included
    • Completion certificates
    Hands-on training session with faculty and students Training Program
    Programs · 04

    Workshops

    StudentsFacultyIndustry

    Short, intensive, hands-on sessions on a focused topic — a single day or a few days, built to give participants something concrete they can do by the end. Run at your campus, an industry site, or ours.

    Ideal for a specific batch, a department, or an event where you want people building, not just listening.

    • 1–3 day format
    • Focused, practical scope
    • On-site or hosted
    • Batch or department size
    • Take-home project
    • All materials provided
    Intensive hands-on workshop in a digital twin innovation lab Workshop
    Programs · 05

    Seminars & case studies

    StudentsFacultyIndustry

    Talks and sessions on AR, VR, and digital twin technology — what they are, where they're genuinely used across industry, and real case studies of the value they deliver. Grounded in active research and real projects rather than hype.

    A strong fit for tech fests, faculty development programs, industry meets, and departmental seminar series.

    • Technology overview
    • Real industry applications
    • Case-study deep dives
    • For events & FDPs
    • Q&A + discussion
    • Slides shared after
    Seminar and case-study session with an audience Seminar
    GROUP 03

    Semester Courses

    Full-semester, credit-style courses colleges can run across the academic year.

    Courses · 06

    Unity Programming

    StudentsFaculty
    Odd Semester 3 Lectures / Week 15 Weeks · 45 Sessions Prereq: Basic Programming

    A hands-on, build-first course in the Unity engine and C# scripting. Students move from the editor and core language up to physics, UI, animation, and a complete deployable game — the foundation every AR/VR developer needs.

    • Unity editor & C#
    • Physics & interaction
    • UI, audio, animation
    • 2 mini-projects
    • Build & deploy
    • Capstone game
    View full syllabus

    Unit 1 — Foundations

    Weeks 1–3 · 9 sessions
    • Unity editor: Scene, Hierarchy, Inspector, Project, Console
    • GameObjects, Components, Prefabs
    • Transforms, coordinate systems, parenting
    • Assets, importing models/textures, Package Manager
    • First scene: primitives, materials, lighting

    Unit 2 — C# Scripting Core

    Weeks 4–6 · 9 sessions
    • C# syntax: variables, types, methods, classes
    • MonoBehaviour lifecycle: Awake, Start, Update, FixedUpdate
    • GetComponent, public vs SerializeField
    • Input System: keyboard, mouse, touch
    • Vectors, movement, rotation, Time.deltaTime

    Unit 3 — Physics & Interaction

    Weeks 7–8 · 6 sessions
    • Rigidbodies, colliders, triggers
    • Forces, gravity, drag, raycasting
    • Collision detection and response
    • Mechanics project (roll-a-ball / pickup game)

    Unit 4 — Game Systems

    Weeks 9–11 · 9 sessions
    • UI: Canvas, buttons, text, sliders, score/health
    • Scene management and transitions
    • Audio: sources, listeners, triggers
    • Animation: Animator, states, transitions
    • ScriptableObjects for data-driven design

    Unit 5 — Intermediate Topics

    Weeks 12–13 · 6 sessions
    • Coroutines and asynchronous behaviour
    • Object pooling and performance basics
    • Particle systems and visual effects
    • Save/load with PlayerPrefs and JSON
    • Debugging and the Profiler

    Unit 6 — Capstone

    Weeks 14–15 · 6 sessions
    • Design and build a small complete game
    • Playtesting, iteration, polish
    • Build & deploy (PC / WebGL / Android)
    • Presentation and code review

    Assessment: 2 mini-projects (30%) · continuous labs (30%) · capstone (40%)

    Enquire to run this course →
    Unity programming course — game development on screen Unity Programming · Odd Sem
    Courses · 07

    AR / VR Developer

    StudentsFaculty
    Even Semester 3 Lectures / Week 15 Weeks · 45 Sessions Prereq: Unity Programming

    An applied course in immersive development. Students build real VR and AR applications with Unity's XR toolkits — locomotion, hand interaction, plane detection, image tracking — and finish with an engineering-focused capstone such as a machine-safety or product-visualisation module.

    • XR fundamentals
    • VR interaction & locomotion
    • AR Foundation (ARCore/ARKit)
    • Spatial UX & optimisation
    • Industrial XR use cases
    • AR/VR capstone
    View full syllabus

    Unit 1 — XR Fundamentals

    Weeks 1–2 · 6 sessions
    • AR vs VR vs MR: concepts and use cases
    • XR hardware: headsets, tracking, controllers
    • Human factors: comfort, motion sickness, safety
    • Unity XR: Plugin Management, XR Interaction Toolkit

    Unit 2 — VR Development Core

    Weeks 3–6 · 12 sessions
    • VR project setup (OpenXR / device SDK)
    • Camera rig, tracked controllers, hand presence
    • Locomotion: teleport, continuous, snap-turn
    • Grab, throw, object interaction (XR Grab Interactable)
    • UI in VR: world-space canvases, ray/poke
    • Build & deploy to headset (Quest / standalone)

    Unit 3 — Augmented Reality

    Weeks 7–9 · 9 sessions
    • AR Foundation setup (ARCore / ARKit)
    • Plane detection, anchors, raycasting
    • Placing and scaling virtual objects
    • Image tracking and marker-based AR
    • Face/body tracking overview
    • Mobile AR build and testing

    Unit 4 — Interaction & Experience Design

    Weeks 10–11 · 6 sessions
    • Spatial UX principles and affordances
    • Haptics, spatial audio, feedback
    • Performance optimisation for mobile/standalone XR
    • Reducing latency, draw calls, asset optimisation

    Unit 5 — Applied XR

    Weeks 12–13 · 6 sessions
    • Engineering use cases: training sims, machine safety, digital twins
    • Importing CAD / 3D models into XR
    • Multiplayer / shared XR overview
    • Data & interactivity (linking to sensors / live data)

    Unit 6 — Capstone

    Weeks 14–15 · 6 sessions
    • Build a complete AR or VR application
    • User testing and iteration
    • Optimisation and final build
    • Demo day and evaluation

    Assessment: VR project (25%) · AR project (25%) · labs (20%) · capstone (30%)

    Enquire to run this course →
    AR/VR developer course — students building immersive applications AR / VR Developer · Even Sem
    Next step

    Set up a lab, or book a program.

    Tell us what your institute needs — a full lab, a training course, a workshop, or a seminar — and we'll put together a plan that fits your goals and budget.

    Get in touch