Zodiac Tech Soft
Service / 16 Chandrapur · Maharashtra · India

VR and AR solutions in Chandrapur for training, sales and site work

A headset demo entertains once. A VR or AR tool stays useful only when it fits the room, the device and the job it was bought for.

SpatialInteraction
CustomContent
2017Building since
ChandrapurHeadquarters
Overview

Immersive content that survives a normal working week

The question is not whether a headset can show something impressive. It is whether the experience is still worth opening after the novelty has gone.

A training module, a product configurator or a showroom kiosk has to work with a charged battery, a nervous operator and a room with more daylight than the design document assumed. We plan for those conditions from the first sketch, and we test in the actual space rather than an office.

Shared headsets also bring practical questions: cleaning between users, session length, comfort for people who wear spectacles, and what happens for anyone who cannot or will not wear one. Every project includes a screen-based alternative, so the experience is never limited to a single device.

VR and AR solutions from Zodiac Tech Soft, built for training and showrooms in Chandrapur
Immersive / spatial plate
Scope

What we build

Each format is chosen because the audience can reach it, not because it is the most advanced option available.

01

Headset training modules

Procedures practised in a safe simulation, with steps, prompts and a record of who completed them.

02

Web-based mobile AR

Product, machine or site information shown through a phone browser link, without an app install.

03

Interactive kiosks and touch tables

Showroom and exhibition pieces that run unattended on a loop and reset themselves between visitors.

04

3D product configurators

Colour, finish, size and accessory choices shown on a realistic model instead of a catalogue page.

05

Guided field assistance

Overlaid instructions and checklists for engineers working on equipment they do not see every day.

06

Virtual walkthroughs

A facility, campus or show flat explored before it is built, visited or renovated.

Included

Included in the engagement

Content, device and room are designed together. A late decision on any one of them usually means rework on the other two.

  • Use-case and audience definition
  • Device and platform assessment
  • Interaction and storyboard design
  • 3D modelling and optimisation
  • Application build and testing
  • Session and hygiene guidance
  • Accessibility and fallback design
  • Content update handover
Deliverables

What you receive

  • Working experience installed on the target devices
  • Source 3D assets and project files
  • Device compatibility and fallback notes
  • An operator runbook for daily use
  • A short training session for the team
  • Instructions for adding or editing content
Fit

Who this is for

The strongest cases are places where the real thing is too dangerous, too expensive or too far away to use for practice.

Manufacturers training on hazardous equipment

Where a mistake during practice damages a machine or injures someone.

Sales teams selling large or fixed equipment

When the product cannot travel to the customer, so the demonstration has to.

Institutions teaching practical procedures

Where a whole class cannot share one lab bench or one working model.

Exhibitors competing for attention

A stand needs a reason for visitors to stop, and something worth holding their place for.

01 / ProblemNew staff cannot practise on live machinery
A simulation lets them repeat the sequence until it is familiar, without stopping production or risking damage.
02 / ProblemThe demonstration needs half a truck
A configurator or AR view shows the full product range from a tablet, including the options that are never in stock.
03 / ProblemTraining depends on one expert travelling
The same content is delivered repeatedly, on a fixed sequence, without the expert present at every session.
04 / ProblemAn earlier demo was never used again
We begin with a use case that has an owner and a way of measuring it, and build only what that case needs to work.
Process

How the experience is built

The first decision is the delivery format. It shapes the content, the budget and the amount of on-site work later.

  1. Step 01

    Frame the use case

    Agree who uses it, where, how often, and what a successful session looks like.

  2. Step 02

    Choose the format

    Compare headset, mobile and kiosk delivery against audience size, budget and upkeep.

  3. Step 03

    Design the interaction

    Sequence the experience, then decide what the user sees, hears and does at each point.

  4. Step 04

    Build and test

    Assets are optimised for the target device and tested with people who have never seen it.

  5. Step 05

    Install and hand over

    On-site setup, session guidance and written instructions for updating the content.

Technology

What the experience runs on

Device choice is made per project. The design principles behind it are consistent.

Interaction

  • Headset and controller input
  • Touch and gesture control
  • Gaze and dwell selection
  • Screen-based fallback

Content

  • Lightweight 3D models
  • Baked lighting where useful
  • Spatial audio cues
  • Progressive asset loading

Delivery

  • Browser link for mobile AR
  • Installed headset build
  • Kiosk packaging
  • Remote content updates
Outcomes

What changes once it is in use

The visible result is usually a shorter explanation, given more often, without the expert in the room.

01

Practice without risk

Staff rehearse difficult sequences before they touch the real equipment.

02

Demonstrations that travel

The sales conversation no longer waits for a machine to be moved.

03

A repeatable explanation

Every audience receives the same sequence, in the same order.

04

Content you can maintain

The team can change text, prices or models without commissioning a new build.

FAQ

VR and AR questions

Still unsure whether this fits what you are trying to do? Ask directly — you will get an honest answer, including when the answer is no.

Talk to the team
Do we have to buy headsets before the project starts?

No. We first check what is already available and whether a browser-based or kiosk version would meet the need. If headsets are required, the quantity and model are specified against the session length and number of users.

Is a 360-degree video the same thing?

A 360 video is filmed, then watched. An interactive experience responds to where the user looks and what they do, which is what makes it useful for training and configuration.

How long does a training module take to build?

A single focused module usually takes six to ten weeks once the procedure and content are signed off. Larger equipment with detailed animation takes longer, and content approval is usually the slowest part.

Will AR work on the phones our customers own?

Most current mid-range phones handle web AR, but not all, and not identically. We test on the devices your audience actually carries and include a non-AR view for anything older.

What about hygiene and comfort for shared headsets?

Face interfaces are described with cleaning instructions, sessions are kept short, and a screen-based alternative is always available for visitors who prefer not to wear a headset.

Next / Start a conversation

Let's build
what comes next.

Tell us what you are trying to build, launch, grow or fix. You will get a recommended approach, an honest scope and clear next steps.