Business Innovation with Metaverse and Immersive Technologies
About This Course
Explore the transformative potential of AR, VR, and Metaverse technologies in business through our comprehensive WSQ course on Business Innovation with Metaverse and Immersive Technologies. This course is designed to provide business professionals with the knowledge to develop architectural proofs of concept using Kubernetes and to evaluate and implement innovative business models. By comparing traditional business models with those enabled by AR, VR, and the Metaverse, participants will gain insights into the unique opportunities these technologies can offer.
Dive deeper into the specific applications of AR, VR, and the Metaverse in digitizing business operations. Learn the principles of digitization and how to apply them effectively within these immersive environments. Through topics covering cost-benefit analysis, risk assessment, and implementation strategies, this course will enable participants to analyze the feasibility of new innovations and to implement them with clear, strategic plans. Equip yourself with the skills needed to lead in a digitally-transformed business landscape.
What You'll Learn
- Develop a Kubernetes architectural proof of concept.
- Compare current business model with AR/VR/Metaverse business models.
- Explore AR/VR/Metaverse opportunities in business.
- Identify digitization methods in AR/VR/Metaverse.
- Analyze the feasibility of AR/VR/Metaverse innovations.
- Implement AR/VR/Metaverse innovations with a clear plan.
Course Outline:
Topic 1: AR/VR/Metaverse in Business Models
- Overview of AR/VR/Metaverse in business
- Comparison of business model
- Understand and compare AR/VR/Metaverse business models.
Topic 2: Opportunities in AR/VR/Metaverse
- Identifying business innovation opportunities
- AR/VR/Metaverse trends
- Explore AR/VR/Metaverse opportunities in business.
Topic 3: Digitization in AR/VR/Metaverse
- Principles of digitization
- AR/VR/Metaverse digitization applications
- Identify digitization methods in AR/VR/Metaverse.
Topic 4: Feasibility of AR/VR/Metaverse Innovations
- Cost-benefit analysis
- Risk assessment
- Analyze the feasibility of AR/VR/Metaverse innovations.
Topic 5: Implementing AR/VR/Metaverse Innovations
- Implementation strategies
- Monitoring and evaluation
- Implement AR/VR/Metaverse innovations with a clear plan
Entry Requirements
Knowledge and Skills
• Able to operate using computer functions
• Minimum 3 GCE ‘O’ Levels Passes including English or WPL Level 5 (Average of Reading, Listening, Speaking & Writing Scores)
Attitude
• Positive Learning Attitude
• Enthusiastic Learner
Experience
• Minimum of 1 year of working experience
Target age group: 21-65 years old