PROGRAM OVERVIEW
“We are making a long-term bet that Virtual, Immersive & Augmented Reality will become a part of people’s daily lives.” - Mark Zuckerberg
Virtual Reality is the ‘Next Big Thing’ in entertainment, media, social networking and a whole lot more. According to market research firm TrendForce, VR hardware and software markets are expected to grow to USD 70 billion by 2020 (from the current USD 7 billion). First, there was the Internet. Then, there were the App Stores. Now, Virtual Reality is the next big thing.
From being used in creating immersive gaming experience, virtual reality stores, real-estate virtual walkthroughs to data visualization and cross-geographic people interaction tools – VR opens a whole new demographic of business possibilities that have been until now, unimaginable. It is an opportunity like never seen before and this has made Virtual Reality one of the most sought-after technologies globally.
SP Jain's newly launched 9-MONTH WEEKEND PROFESSIONAL TECHNOLOGY PROGRAM IN VIRTUAL REALITY is designed to produce graduates with the skills and competencies to develop sophisticated Virtual Reality interfaces and deliver entire experiences to the human mind seamlessly. The program makes use of an advanced Blended Learning model allowing working professionals to build real-world skills and competencies in the subject, without interrupting their full-time careers.
PLEASE NOTE: THIS PROGRAM IS NOT ACCREDITED BY TEQSA, ASQA OR ANY REGULATORY BODY IN INDIA OR OVERSEAS.




Why SP Jain's VIRTUAL REALITY?
- Totally immersive gaming with mixed reality development
- Virtual retail stores with personalised experience
- Real estate virtual walkthrough with customisation options
- Data visualisation with rich interfaces for business and large data volumes
- Cross-geographic people interaction for business and social media
-
Developing a relevant, real-world curriculum
-
Bringing the latest insights, developments and technologies in Virtual Reality to the classroom
-
Providing our students with access to a large network of industry practitioners and mentors
- VR beginners
- VR experts
In the last five years of our short but checkered twelve-year-old history, we have been ranked by three of the world’s top four business school rankings – Forbes, Financial Times and the Economist. In each of these rankings, we are the youngest school featured – an accomplishment we attribute to our unique and innovative model of business education.
THE SP JAIN ADVANTAGE
- 260 hours of online lessons
- 240 hours of face-to-face lessons on Saturdays (8 hours)
ONLINE LESSONS: This is the most modern way to learn. Students are given access to a suite of multimedia and interactive learning tools such as blogs, journals, discussion boards, articles and quizzes that help them gain a foundation in Virtual Reality, from the convenience of their homes. It is believed that the discipline of online learning enhances learning agility and retention of fundamentals since students learn at a pace that suits them. This section of the program can be completed by the student anytime during the week.
Classroom Learning and Exposure: Conducted over weekends and set within the traditional definitions of a classroom, participants are exposed to specialist topics in Virtual Reality, discussions and debates with peers (drawn from varied industries and work backgrounds), and interactions with industry experts and leaders who bring with them up-to-the-minute insights and experience of creating immersive Virtual Reality experiences. These include both world-class professors and practitioners who have predominantly worked in the technology space.
Simulated and Real-time Development in the Lab: In the Lab, students apply key concepts and develop real-time solutions and programs for real-world business scenarios. The Lab is equipped with highly advanced equipment including (and not limited to) Oculus Rift DK2 with high-end PCs, VR Head-mounted Displays, Wireless Controllers, Multi-directional Treadmill, Force Feedback Devices, 360 Cameras, CAVE System and Simulators. Furthermore, corporate tie-ups with Oculus/Facebook, Google Cardboard, Microsoft HoloLens, Epic Games and other technology providers and developers have allowed us to bring the latest insights and developments in Virtual Reality to the classroom. Panels of industry experts, drawn from several fields, support and mentor students throughout the course of the program.
The program kick-starts with an overview of the discipline's most common techniques, tools and application. As you progress in the program, the focus shifts to more specialist topics like Visual Rendering, Tracking Systems, Visual Perception, Light & Optics, Virtual Worlds and 3D Modelling. Here’s a sampling of the topics that the program will cover:
- Tracking Systems
- Geometry of Virtual Worlds
- Audio
- Light and Optics
- Visual Physiology
- Visual Perception
- Tracking Systems
- Visual Rendering
- Interfaces
- Programming (C#, C++)
- JAVAScript – Graphics Specific Orientation
- Visual Studio, Virtual Reality Modelling Language
- Blueprints Visual Scripting Swift
- Graphics
- Lighting and Shading
- 3D Modelling: Blender, MAYA
- VR Engines: WebVR, Unreal Engine 4, Unity, Cryengine
- Visual and Accelerated Computing: DirectX, Vulkan
- Digital Painting and Sculpting, MODO, ZBrush
- VR Imaging and Cinematic
ANUJ CHAWLA
Partner at Studio 27 Creative media works
Heads teams producing a diverse range of high-quality Audio Visuals, working with independent Film Production Houses to help create Visually Stunning motion pictures.
ANUMUKONDA RAMESH
Education and Skill development in the area of Virtual reality, Augmented reality, Video Games and Mixed reality
Unity Technologies; BITS Pilani
JAINARESSH BC
Game Designer, Consultant and Educator. Experienced Manager working in both education and professional industry.Skilled in Game Design, Gamification, Advergaming, E-Learning, Unity3D, VR and Computer Animation.
RAJESH JOSHI
SPJain Alumni (Global MBA), BTech from G Pulla Reddy Engineering College
Field Of Study: Electronics & Communication
Asst Professor at
SANKET PRABHU
Expert in different AR/VR features: Image recognition & content rendering (device & cloud based), Geolocation based AR, Marker based AR, real world 3D object recognition and VR rendering on smart-glass, HMD (Oculus) using Tango/HoloLens SDK with Unity 3D.
SHIVAM SAI GUPTA
Virtual Reality Evangelist
VARA United; Ashoka University
Responsible for building a strong VR team and leading the organization's VR/AR efforts.
TEJAS KAWALKAR
Game Developer, Tata Consultancy Services,
Projects: Game Level Designing in UDK, VR based education oriented game
Course Registration (Database Project), Android Game Development; Patent: Gamified learning in virtual environment
- Virtual Reality Specialist
- Game Developer
- Augmented Reality Engineer
ADMISSIONS
- An undergraduate/postgraduate degree in a discipline with a strong quantitative component
- Two or more years of relevant work experience
Appear for further evaluation, comprising a written aptitude test (test of reasoning, numerical ability, english comprehension) and a personal interview (Aptitude + Evaluation Fee: INR 3,000).
Total Tuition Fee: INR 480,000 (plus GST)
The tuition fee must be paid in the following instalments:
- 25% within 7 days of receipt of Offer of Admission
- 75% before 2 weeks of course commencement