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Services

One Partner for the Complete Digital Museum Journey

Fusion VR is a turnkey digital museum company covering the complete lifecycle under one roof. Feasibility, master planning and detailed project reports, storytelling and experience design, immersive technology, content production, AV and IT engineering, interiors and scenography, installation and commissioning, then training, maintenance and operation for the decades that follow.

PWD licensed government contractor Research partner of IITM Pravartak Delivering immersive digital museums since 2010
Our Services

Every Discipline a Digital Museum Needs, Under One Roof

Building a digital museum draws on disciplines that rarely sit together: curatorial research, narrative design, immersive storytelling, multimedia content production, software development, engineering, audio-visual and IT systems designed as one integrated solution, architecture and interiors, and long-term maintenance. At Fusion VR, they sit in one team. That means one contract, one accountable partner, and no gap between what was promised at design stage and what a visitor eventually walks into.


Most digital museum projects fail at the seams. A design consultancy writes a beautiful concept, a fabricator builds the interiors, an audio-visual vendor supplies the hardware, a software house writes the interactives, and a systems integrator is asked to make them behave as one experience. Each party is competent. None of them owns the outcome.

Take the most common example. A 3D animation studio produces the multimedia content without knowing which hardware it will finally run on. Camera movements are composed for cinematic effect alone, with no reference to the travel, tilt and rate limits of the motion platform the audience will be sitting on. The film looks superb on a monitor. In the theatre, the seat cannot reproduce what the camera did, so the motion is either flattened into something weak, or pushed to the platform's limits and made physically unpleasant. The same disconnect produces content authored for a flat screen and then stretched onto a curved one, and stereoscopic depth set without reference to the actual eye-to-screen distance. Audio shows it most clearly of all. A soundtrack mixed and monitored on studio headphones is heard as direct sound only, with no room reflections at all. Play that mix through loudspeakers in a hard-surfaced gallery and the room's own decay masks consonants and smears the spatial placement that seemed precise in the studio. By the time these surface, the content is finished, the hardware is bought, and neither party is willing to absorb the cost of the other's assumption.

Immersive content creation is our backbone. We are a 3D animation studio built specifically for digital museums, and we produce stereoscopic 3D films, augmented reality and virtual reality (AR/VR) experiences, holographic displays, interactive and AI-enabled apps, content for multi-projection and curved immersive screens, and multisensory shows for 4D, 5D and 7D theatres, from first storyboard to final calibrated output. For live-action work we hold our own cinema-grade camera bodies, lenses and rigs, including stereoscopic 3D capture, and our production crew is on our own staff: director of photography, stereographers, camera and lighting units, and on-set technical supervision. Most of our creative and technical leads have fifteen to twenty years in the discipline, and the core team has worked together for close to two decades.

For computer-generated work we run a studio built for the load. A dedicated render farm carries the rendering, with error-correcting ECC memory across every node so that the left-eye and right-eye streams of a stereoscopic 3D film match pixel for pixel, frame after frame. That is the difference between comfortable depth and eye strain. Colour-calibrated reference monitors are used for grading and depth grading, so what is approved in the studio is what appears on the screen. There is a motion capture stage for full-body, finger and facial performance, spatial audio recording, and immersive preview theatres where content is reviewed on stereoscopic screens at true scale before anything reaches site. All project data sits on centralised, high-redundancy RAID NAS storage with a minimum of three backup copies and full version history, inside a secured, network-isolated production environment.

The part that matters most is not the equipment. It is that the colourist, the animator, the director of photography, the show-control engineer and the person who calibrated the projectors sit in the same studio, in the same building, on the same project. Everyone producing content knows exactly what it will finally play on: the screen curvature, the projector count and blend zones, the seat positions, the eye-to-screen distance, the platform's motion envelope, the acoustics of the room.

We would put the next point carefully. Across two decades of building immersive experiences, and in the course of studying how such projects are delivered elsewhere, we have not yet come across another organisation, in India or overseas, that holds every one of these disciplines within a single team and a single contract. We may simply not have encountered them, and we would be glad to be shown otherwise. What we can say with confidence is that end-to-end delivery is more often coordinated across a chain of specialist firms than held inside one, and that the difference is felt by the institution paying for it.

That integration shows up in ways institutions notice. Motion cues are authored against the specific platform's kinematic envelope, so what the camera does is what the seat can do. Content is built to the exact display geometry it will run on, so nothing is reframed or cropped on site. Soundtracks are mixed against the measured acoustic behaviour of the room they will play in. Power loads, ceiling heights, server rooms and access panels are planned before construction rather than negotiated afterwards. When something needs adjusting during commissioning, the person who designed it, the person who built it and the person who will maintain it are the same three people. This is how every project Fusion VR has delivered has been built: The Odyssey of Hanuman 7DX at Ayodhya, the Kalaignar and Amma memorial museums, the Porunai Museum, the TNPAGE experience centre, Ajanta VR, and the Ramakrishna Mission experience museums across the country.

Around that core, our teams cover subject research and scriptwriting, experience and spatial design, software and AI development, audio-visual and IT engineering, show control, project management, installation and commissioning, and post-handover maintenance and operation. The 4D, 5D and 7D theatre simulation systems are designed, mechatronics engineered and fabricated by our own team, which means the people writing the camera moves and the people who built the platform those moves will run on are from the same team.

We do not claim to do everything alone. Specialist audio studios handle voiceover, music and final mixing under our direction. Interiors, lighting and scenography are delivered through empanelled partners working to our drawings and specifications. What stays with us is the design authority, the technical integration and the accountability. Those are the parts that determine whether a digital museum works.

This structure suits three kinds of client in particular: government departments and cultural institutions that need a single point of responsibility for audit and sanction purposes; trusts and memorial societies without in-house technical staff; and corporates who need an experience centre open on a fixed date, without dedicating internal staff to run the project.

How We Engage

Four Ways to Work With Us

Not every institution needs the same thing from Fusion VR. Some want an independent advisor to test a digital museum idea and document it properly. Some have appointed contractors and need technical oversight. Some need a completed installation independently assessed. Others want the whole digital museum delivered and maintained by one team. The right engagement depends on what your organisation already has in place.


01

Consultant

What We Do

Feasibility studies, master planning, experience architecture, initial and detailed project reports, specifications and estimates prepared for your approval and sanction process

Best Suited When

You are testing viability, seeking sanction or funding, or need professional documentation before committing capital

02

Project Management Consultant

What We Do

Independent oversight of an appointed contractor: drawing and content review, site supervision, quality audits, milestone reporting, variation assessment, commissioning and handover support

Best Suited When

Execution is already contracted elsewhere and you need technical eyes protecting the institution's interest

03

Independent Audit and Validation

What We Do

Assessment of a completed digital museum against its contracted specification, covering technical performance, content and production quality, visitor experience, accessibility, safety and operational readiness, issued as a documented audit report

Best Suited When

An installation is finished and you need an independent expert record of what was delivered, for project closure or for the file

04

Turnkey Partner

What We Do

Complete design, production, engineering, execution, installation, commissioning, training and long-term maintenance of the digital museum under a single contract

Best Suited When

You want one accountable party from concept to daily operation, and a single point of responsibility for audit

We should be plain about something institutions ask us directly. Fusion VR both advises and executes, and we will not pretend to a detachment we do not have. Where we are engaged as consultant, as project management consultant or as auditor, our recommendations on scope, specification and quality are made in the institution's interest alone, and every judgement we record is one we are prepared to defend to you in writing. Audit is the most clear-cut of the three, because the installation we assess was almost always built by another agency, and there is nothing of ours to protect in the finding. On government projects, procurement rules sometimes require the advisory and the execution roles to be held by different parties, and we follow them. Whether continuity or separation serves your project better is your decision, taken in the open. What you can rely on is that the advice never bends to win the work.

A word on the audit engagement, because institutions ask about it often. A digital museum draws on stereoscopic projection, spatial audio, motion engineering, software, show control, content production and interpretive design. Very few organisations, public or private, hold all of those disciplines in-house, which makes it genuinely difficult for an owner to verify independently whether what was installed matches what was specified. Most commonly we are appointed at project closure, when the officer or trustee responsible needs a competent technical record before signing off a substantial public or corporate investment, so that any question arising years later can be answered from documented expert assessment rather than recollection.

Our role there is verification, not fault-finding. We assess the installation against the contract, the specification and recognised technical practice, and we report what we measure. Where the work meets or exceeds what was promised, the report says so plainly, and that finding is as useful to the institution as any other. Where it falls short, we set out the gap, its practical consequence for the visitor or the operator, and what remediation would involve. We audit installations built by other agencies regularly, for government departments and private clients alike, and we approach every one on the assumption that the delivering agency did competent work until the evidence shows otherwise.

The engagements are not sequential and you are not committing to a path by starting with one. Institutions frequently begin with a feasibility study to establish whether a digital museum is worth pursuing at all, stop there, and return years later when funding is sanctioned. Others come to us with a completed concept from another consultant and ask us to execute it. Some appoint us as turnkey partner from the outset. Each is a complete engagement in its own right.

For government departments and public institutions, two practical points are usually relevant. We are a PWD licensed government contractor, qualified to execute works for public departments, and a substantial share of our delivered digital museums has been carried out through that route. We are ISO 9001 and ISO/IEC 27001 certified, with structured documentation and version control maintained on every engagement. That is the documentation trail an audit will eventually ask for.

We do our best work when the narrative, the space, the technology and the content are shaped together from the beginning. That creative and technical authority over the whole is what allows an experience to be more than the sum of its parts, and it is the model we recommend where an institution is free to choose. Where an architect is already appointed to the building, or a design consultant already engaged on the narrative, or an execution contractor already under contract, we work alongside them without difficulty. A digital museum is rarely the only workstream on a site, and the technology has to arrive into a building somebody else is putting up. In those cases, defining the interfaces early is usually more valuable than defining the scope: who specifies what, who approves what, and who is responsible where two disciplines meet.

How a Project Runs

From First Question to Daily Operation

A digital museum is usually built in six steps: a feasibility study, an initial project report, a master plan, a detailed project report, execution, then operation and maintenance. At Fusion VR we work at any point in that sequence, and institutions come to us at every one of them. Each step answers a question the step before it could not.


The order matters more than it first appears. A feasibility study asks whether the digital museum should exist at all, and ends in a recommendation rather than a design. An initial project report gives an approved idea enough shape for in-principle approval: what it broadly is, how it divides into galleries, and roughly what it will cost. A master plan turns that approved concept into something spatial, fixing where each gallery sits, how a visitor moves between them, and what the building has to provide. A detailed project report then specifies and prices exactly what the plan contains, in the form an institution needs for sanction. Execution follows, and by that stage nothing significant is still being decided. Operation and maintenance then carries the digital museum through the years it was actually built for, which is where the investment either keeps returning or quietly stops working.

01
Should this digital museum exist, and can the institution sustain it?

The Answer is:

Feasibility Study

What it Produces:

A recommendation, supported by evidence on story, site, technology and running cost

Typical Duration: Four to eight weeks

02
What would it broadly be, and is it worth taking forward in principle?

The Answer is:

Initial Project Report

What it Produces:

Concept, gallery structure and an indicative cost band, prepared for in-principle approval

Typical Duration: Usually prepared alongside or immediately after the feasibility study

03
Where does everything go, and how does a visitor move through it?

The Answer is:

Master Planning

What it Produces:

Gallery sequence, zoning, technology placement, and the building and services the plan requires

Typical Duration: Six to twelve weeks

04
Exactly what is being built, to what specification, and at what cost?

The Answer is:

Detailed Project Report

What it Produces:

Full specifications, drawings, quantities and costing, prepared for sanction

Typical Duration: Two to four months

05
Does the built experience match what was approved?

The Answer is:

Execution

What it Produces:

A delivered, commissioned digital museum, with training and documentation in place

Typical Duration: Project-specific

06
Will it still run reliably, and still be worth visiting, in ten years?

The Answer is:

Operation and Maintenance

What it Produces:

Trained operators, preventive maintenance, spares planning, and content kept compatible as technology changes

Typical Duration: Annual, for the life of the installation

This is the documentation sequence a project passes through, which is distinct from the engagement stages described on our homepage. Those stages describe how we work alongside an institution. These six steps describe the documents a project produces on its way to approval, sanction, execution and long-term operation.

The initial project report does not have a page of its own. We describe it inside the detailed project report page, because both documents come from the same discipline and institutions almost always meet them together. If your sanctioning authority has asked for an initial project report rather than a full detailed project report, that section explains the difference and what each one is accepted for.

Not every project begins at step one. Some institutions arrive with a concept already approved internally and need it made spatial. Some hold a master plan prepared by another consultant and need it documented and priced. Some have sanction in hand and need only execution. We pick up the chain wherever it stands, and the first thing we do is establish honestly whether the earlier work still holds, because building on a weak assumption costs far more than testing it.

Steps can be combined, but they should not be skipped quietly. On smaller projects the feasibility study and the initial project report are often written as a single document, and on a single-gallery project the master plan may sit inside the detailed project report rather than preceding it. What causes damage is not combining steps. It is reaching execution without anyone having answered the question the missing step was there to answer. The storyline, the ceiling height, the power supply, the cooling and the long-term running cost are all inexpensive to settle on paper and expensive to correct once construction has begun.

The sixth step protects everything the first five paid for. A digital museum is not a building that can be left alone once it opens. Lamps and projectors age, spares run out, operators move on, and the wider technology environment moves with them. An audio-visual product line reaches the end of its support life or is discontinued, its replacement arrives with different capabilities, and the software driving the show needs an upgrade to work alongside it. When that happens the content is not remade. It is reformatted to suit the new environment, through technical adjustments such as a change of codec, resolution or output format, and what the visitor sees stays as it was designed. This matters because content is where the largest share of a digital museum budget goes, and it is an asset worth maintaining properly rather than replacing.

Four of our services do not have a place in this sequence. They run alongside it, and an institution can bring them in at any stage. Project management consultancy is for an institution whose digital museum is being built by another contractor, and who wants technical oversight on its own side of the table. Independent audit and validation is for an institution with a finished installation, which needs an expert record of what was actually delivered. Experience design and content, and technology and engineering, are the production and engineering work itself. Some institutions buy them as part of a turnkey contract, and others appoint us for that work alone.

Across the digital museums Fusion VR has delivered, for government departments, cultural bodies, religious trusts and corporates, the projects that ran cleanest were the ones where these questions were answered in order. Our earliest stereoscopic installations, delivered in 2010, still run daily, and they do so because operation and maintenance was planned into the project rather than arranged after something failed. If you are not certain which step your own project is at, that is a useful conversation in itself, and it usually takes twenty minutes.

Explore Each Service

Nine Services, and What Each One Is For

Fusion VR offers nine services, and each has its own page covering that discipline in full. Five of them follow the project sequence, from feasibility through to long-term operation. The other four run alongside it and can be engaged at any stage. If you are not sure which you need, start with the one that matches where your project stands today.

01

Feasibility Study

Before capital is committed, we test whether the digital museum will work: whether the story can carry a visit, whether the site can hold what is planned, and whether the running costs are still affordable in ten years. Some studies conclude that a project should not proceed.


Read about Feasibility Study
02

Initial Project Report

The shape of the proposal, before master planning and detailed engineering begin: the concept, the gallery structure, the experiences envisaged, an indicative cost band and an approximate execution time. Deliberately lighter than a detailed project report, and explained in full on the Detailed Project Report page.

Read about IPRs
03

Master Planning

Where each gallery sits, how a visitor moves between them, and what the building has to provide. This is the plan your architect and engineers design to, and it is prepared before the drawings freeze.

Read about Master Planning
04

Detailed Project Report

The document that turns an intention into a sanctioned project: every experience defined, every technical requirement stated, every quantity measured, every cost estimated, gallery by gallery. Documentation specific enough that the digital museum can be built from it.


Read about DPRs
05

Turnkey Execution

Design, production, engineering, installation and commissioning delivered under a single contract, with one accountable party from concept through to opening day.


Read about Turnkey Execution
06

AMC and Lifetime Support

Trained operators, preventive maintenance, spares planning, and content kept compatible as the technology around it changes. Our earliest installations, from 2010, still run daily.


Read about AMC and Support
Alongside the project sequence
Project Management Consultancy

Project Management Consultancy

Independent oversight when another contractor is building your digital museum: drawing and content review, site supervision, quality audits, variation assessment, and commissioning and handover support.


Read about PMC
Independent Audit and Validation

Independent Audit and Validation

An expert record of what was actually delivered, assessed against the contract and the specification, for project closure or for the institution's file.


Experience Design and Content

Experience Design and Content

Subject research, scriptwriting and experience design, then the stereoscopic 3D films, AR/VR experiences, holographic displays and interactive apps themselves, produced in our own studio.


Read about Design and Content
Technology and Engineering

Technology and Engineering

Audio-visual and IT systems designed as one integrated solution: projection, spatial audio, show control, networks and motion platforms. Specified, engineered and integrated in-house, with the 4D, 5D and 7D theatre simulation systems designed, mechatronics engineered and fabricated by our own team.



If you are still deciding, three questions usually settle it. Has the project been approved yet, or is the idea still being tested internally? If it is still being tested, the feasibility study is the place to begin. Is somebody else already building it? Then project management consultancy is the service that protects your position. Is it already built and you need a record of what was delivered? That is independent audit and validation.

Beyond that, the pages are written to be read on their own. Each one covers a single service in full, with its own questions section and its own worked detail, and none of them assumes you have read the others first. Nothing here commits you to a sequence. Institutions regularly engage us for one service, stop, and return years later when funding is sanctioned.

We are also glad to say when a service is not what you need. If a short conversation establishes that your project is not ready for a detailed project report, or that an audit will not tell you anything you do not already know, we will say so rather than sell you the document.

Immersive Solutions

The Experiences a Digital Museum Is Built From

Fusion VR designs and delivers the full range of experiences a digital museum is built from: stereoscopic 3D theatres, 5D and 7D motion simulation, virtual, augmented and mixed reality, holographic and AI experiences, interior 3D projection mapping, sensor-integrated interactive objects, touch and gesture exhibits, and 3D spatial audio. For every one of them we produce the content, engineer the hardware, develop the software and integrate the whole.


Every format below is delivered across the same four layers. We produce the multimedia content. We specify and engineer the technology and hardware that plays it. We develop the software that runs and controls it. And we integrate all three so the gallery behaves as one experience rather than as equipment with a film on it. Where an institution needs only one of those layers, we supply that alone.

A word on what we mean by immersive, because the term is used loosely. Immersion is not a single technology. It is what happens when several of them work on a visitor at once, in the same space, at the same moment: larger than life projection across multiple surfaces, holograms of different kinds, physical effects such as wind, drizzle, aroma, lightning and seat movement, and 3D spatial audio placing every sound where it belongs. Each of those alone is an effect. Together, and only together, they become immersion.

Within that family, we hold that stereoscopic 3D is the highest form of immersion, whether it is delivered in a multi-projection hall or through a virtual reality headset. The reason is simple. Human beings perceive the real world through two eyes, and depth is the first thing the brain reads. An image without it is a picture of a place. An image with it is the place. Conventional flat, non-stereoscopic projection is not what we mean by the word immersive.

The combination has to be built for the story, never the other way round. A technology chosen first and given a story to carry afterwards produces galleries that impress once and are not returned to. We start from what a gallery has to achieve, and a format enters the design only when it earns its place in the narrative. Nothing is specified because it reads well in a brochure. And once several technologies are in the same room, they have to hand over to one another cleanly: the film, the motion, the effects, the lighting and the sound arriving on the same beat, each adding a layer the story needed rather than competing for the visitor's attention.

Fusion VR content is both filmed and animated. We shoot live action with our own crew and equipment, including stereoscopic 3D capture, and we produce high-end 3D animation in our own studio. Most projects use both. Every format below is described the same way, and every one of them ends with a project where we have done it.

01
Immersive theatres, in stereoscopic 3D

Large-format projection on flat, curved or domed screens, in passive stereoscopic 3D that visitors watch through lightweight glasses. This is the format that carries a narrative to a seated audience, and it is where a digital museum makes its strongest single impression. We write and produce the film, engineer the screen geometry, multi-projector blending and audio systems, develop the show control software, and commission the whole theatre.

Delivered: The Odyssey of Hanuman 7DX at the Ramakatha Sangrahalaya in Ayodhya, a 100-foot curved screen at 28K horizontal resolution in passive stereoscopic 3D across fourteen projectors, developed for IITM Pravartak and the Department of Science and Technology and installed for Shri Ram Janmabhoomi Teerth Kshetra.

02
Multisensory motion simulation, in 5D and 7D theatres

A motion platform synchronised to the film, with wind, mist, scent, vibration and other physical effects timed to the moment they belong to. We produce the content, and we design, mechatronics engineer and fabricate the motion platform and effect systems with our own team, which is why the motion is written for the platform rather than imposed on it. Each system is custom designed for its story rather than taken off a shelf.

Delivered: The Pallava Dynasty Time Travel 7DX at Mahabalipuram, part of Chronicles India and the country's first archaeological 7DX experience; the Kalaignar Express Train Simulator at the Kalaignar Memorial and the 7DX VR Boat at the Porunai Museum, both indigenously developed and both the first of their kind in India; the flying simulation chairs of The Odyssey of Hanuman 7DX at Ayodhya; and the 7D multisensory theatre at the Tamil Nadu Planning Commission experience centre in Chennai.

03
AR/VR and mixed reality experiences

Virtual reality suits a place a visitor cannot otherwise go: a site that no longer stands, an interior too fragile to enter, a scale too large or too small to perceive. Augmented and mixed reality work best in short, personal moments, and in bringing a static exhibit or a printed panel to life. We produce the stereoscopic 3D content, filmed or animated, develop the application, specify the headsets, seating and tracking, and integrate the installation for daily public operation.

Delivered: The three ImmeX Zone multisensory virtual reality experiences launched across India, Singapore and Dubai in early 2014, with virtual reality headsets and an indigenous dynamic haptics simulation platform, a commercial virtual reality concept equally new to all three markets at the time; the virtual reality experience at the Porunai Museum; Tears of Vivekananda for the Ramakrishna Mission; the corporate stereoscopic 3D virtual reality experiences for Kamarajar Port Limited, IITM Pravartak and Indian Oil Corporation Limited; and Ajanta VR, India's first stereoscopic 3D virtual reality recreation of a UNESCO World Heritage site with an Ambisonics soundscape, launched nationally in December 2024.

04
Holographic experiences

These place a figure or an object in space, viewable without a headset, and they are the most misunderstood format here. Science fiction has taught audiences to expect images floating in open air. Light must strike a surface to be seen, so true mid-air holograms do not exist. We work with clarity about the difference between the types, because it decides both the cost and the effect. Mesh projection, back-projected transparent screens and holo boxes with transparent LCD panels are two-dimensional holograms: convincing imagery on a clear background, without real depth. Pepper's Ghost holography is the genuine three-dimensional form, where the figure occupies real space in the room rather than sitting on a screen. Depth is built as much by what stands behind the figure as by the optics. A physical thematic set, separately lit, places the hologram on one plane and the set on another, and the eye reads the distance between them. We recommend between the two forms on the evidence of the gallery: the budget available, the room, the sightlines and the ambient light. Where the moment deserves real presence and the space can support it, we specify Pepper's Ghost. Where it cannot, a well-executed two-dimensional setup is the honest choice, and we say so rather than sell the more expensive one. The most advanced work in this format is not the display but what appears on it: a life-sized 3D avatar rendered live, holding a spoken conversation, answering from an AI model trained on the institution's own documents.

Delivered: The life-sized Pepper's Ghost 3D holographic projection of Kalaignar at the Kalaignar Memorial, appearing in front of a lit physical thematic set, and the Vaigai AI experience at the Tamil Nadu Planning Commission experience centre in Chennai.

05
Interior 3D projection mapping

Imagery shaped precisely to a three-dimensional surface inside a gallery, so the object itself becomes the screen and the gallery keeps its architecture. The surface can be a tabletop miniature model, a set built across the floor and extending onto the walls, a sculpture, a diorama, or an existing wall mural. We design and fabricate the physical set, produce the mapped content, engineer the projection geometry and blending onto uneven surfaces, and develop the show control that runs it.

Delivered: The tabletop miniature mapping at the Tamil Nadu Planning Commission experience centre. In execution: a 25-foot-high hall for a government client, with the left wall, right wall, front wall and floor built as a scenographic set and mapped across every surface using ten high-output projectors, currently under development.

06
Sensor-integrated interactive objects

A physical object a visitor operates with their hands or feet, fitted with sensors, driving a 3D experience on the screen in front of them in real time. This is the format that puts a visitor inside the action rather than in front of it, and it is consistently the one children and school groups return to. We design and fabricate the object, integrate the sensors, and develop the real-time 3D application that responds to it.

Delivered: the interactive cycling at the Amma Memorial, where a visitor pedals a physical cycle and steers with the handlebars to navigate a 3D landscape at their own speed and direction, and the iron smelting exhibit at the Porunai Museum, where a visitor works a physical bellows with their foot and the furnace on screen responds to every stroke.

07
Interactive applications: touch, gesture and voice

Kiosks, touch tables, touch walls and projected interactive surfaces, controlled by touch, by gesture, or by spoken command. Content ranges from real-time exploration of three-dimensional artefacts to gamified puzzles and quizzes. We develop the software, produce the 3D assets, and design and fabricate the physical housing where the exhibit is more than a screen.

Delivered: The gesture-controlled selfie station at the Amma Memorial, which tracks a visitor's skeletal movement to guide them into position step by step before the photograph is taken.

08
Take-away experiences delivered to a visitor's phone

Exhibits that end with something the visitor keeps: a photograph taken with a revered figure, or a certificate earned by completing a quiz, sent to their mobile number as a download link. These extend a visit beyond the building and are among the most shared elements of a digital museum. We develop the application, the capture and compositing, and the delivery mechanism.

Delivered: The augmented reality photo booths at the Kalaignar Memorial, the Amma Memorial and Vivekananda House, and the quiz certification built for the Aurobindo Digital Discovery Center for the Auroville Foundation, Puducherry, ahead of its public opening.

09
Sensory tribute and aroma installations

Interactive installations that engage smell and touch alongside sight and sound. A digital floral tribute lets a visitor offer flowers to a revered leader on screen, with a shower of petals and a released fragrance chosen by how they interact. An interactive colouring exhibit releases an aroma when a drawing is completed. Aroma is the sense most closely tied to memory, and used sparingly it is what a visitor recalls years later. We design and fabricate the installation, integrate the scent and effect systems, and develop the application.

Delivered: The Tribute to Amma experience at the Amma Memorial, and the sensory installations at the Aurobindo Digital Discovery Center for the Auroville Foundation, ahead of its public opening.

10
Immersive spatial audio

Sound placed in three dimensions rather than played at the audience, so a voice arrives from where the speaker is standing and a landscape surrounds the listener. We record on-location Ambisonics soundscapes, design the audio for each gallery, specify and engineer the loudspeaker and processing systems, and calibrate them in the finished room. We direct and integrate the audio ourselves, and partner specialist studios for voiceover, music and final mixing.

Delivered: The 64-channel 3D spatial audio system from Holophonix, France, installed in the Hanuman gallery at Ayodhya, the first of its kind in India, and Ambisonics 3D soundscapes throughout Ajanta VR and the Porunai 7DX VR Boat.

No gallery needs all of this, and the strongest digital museums vary their register deliberately. A visitor who meets four consecutive high-intensity experiences stops responding to the fourth. Deciding which gallery carries the weight, and which should be quiet, is the work of master planning rather than of format selection.

Our Clients

The Institutions We Build For

01
Central and state government departments

Public projects are judged twice: Once by visitors, and once by an audit years later. What a department needs from us is not only the digital museum but the documentation that supports it, prepared in the form its own approval process recognises, with quantities measured and costs substantiated. At the central level we have delivered for the Department of Science and Technology, Government of India, for IITM Pravartak, for C-DAC, for various laboratories of the Defence Research and Development Organisation, and for Indian Oil Corporation Limited under the Ministry of Petroleum and Natural Gas, Government of India. At the state level we have delivered for the Tamil Nadu Public Works Department, the Tamil Nadu Departments of Archaeology and Museums, and the Tamil Nadu Planning Commission. We are a licensed government contractor with the Tamil Nadu Public Works Department, and a substantial share of our state government work has been carried out through that route.

02
Heritage and archaeology institutions

Here the constraint is the material itself. A site may be fragile, protected, partly lost, or impossible to bring visitors inside. The work is to build what cannot be shown, from evidence rather than from imagination, and to be explicit about which is which. We survey and record archaeological and historical sites through 3D scanning, photogrammetry and Gaussian splatting, then reconstruct them as photorealistic stereoscopic 3D renders, so what a visitor sees is measured from the site rather than interpreted from a photograph.

Delivered: Ajanta VR, India's first stereoscopic 3D virtual reality recreation of a UNESCO World Heritage site, and the Porunai Museum in Tirunelveli, which carries a five thousand year story of the Tamil civilisation.

03
Memorial and civic institutions

A memorial digital museum carries an emotional weight that a technology brief does not capture. Visitors arrive with feeling already attached to the subject, and the design has to meet that rather than overwhelm it. These projects also draw the largest and most varied public audiences, from school groups to elderly visitors, which sets a high bar for accessibility and for daily reliability.

Delivered: The Kalaignar Memorial and the Amma Memorial digital museums in Chennai.

04
Religious institutions and trusts

Devotional projects demand accuracy of a particular kind. Iconography, narrative detail and theological accuracy are reviewed by people who know the material far better than any consultant, and the technology has to serve reverence rather than spectacle. Trusts also rarely hold technical staff, so they need one accountable party rather than a group of vendors to coordinate.

Delivered: The Odyssey of Hanuman 7DX at Ayodhya for Shri Ram Janmabhoomi Teerth Kshetra; the Experience Vivekananda engagement across Ramakrishna Mission centres, a relationship now in its fifteenth year and still running; the Adi Shankara immersive experience; and the Aurobindo engagement for the Auroville Foundation in Puducherry.

05
Defence, research and public sector organisations

These environments bring security requirements, restricted material and demanding technical review. Documentation, access control and data handling matter as much as the experience itself.

Delivered: Projects for various departments under the Ministry of Defence, Government of India, including laboratories of the Defence Research and Development Organisation, the Gas Turbine Research Establishment, and Bharat Dynamics Limited.

06
Corporates and experience centres

A corporate experience centre is judged on a date. The building is usually occupied, the launch is usually tied to an event, and the internal team has other jobs. What matters is a single contract, a firm programme and no coordination burden landing on the client's staff.

Delivered: The TAFE Experience Centre in Chennai, the corporate stereoscopic 3D virtual reality experience for Kamarajar Port Limited, and work for Yokogawa in Singapore.

07
Science centres and education

Learning spaces need repeat visits to justify themselves, which changes the design. Exhibits have to reward a second and third encounter, survive heavy handling by children, and be operable by staff who are educators rather than technicians. Our separate industry and academia programme has established more than a hundred augmented and virtual reality experiential labs, which is where much of this operational understanding comes from. We have also built virtual reality operator training simulators for technical education, including one delivered for the Institute of Technical Education, a government institution under the Government of Singapore, in association with Yokogawa Singapore.

08
International work

Fusion VR has delivered outside India as well, in Singapore and Dubai, for a government training institution and for corporate clients. The technical work is the same wherever it is done. What changes is everything around it: the approvals a client must obtain, the safety and building rules that apply, and what an audience in that country expects an immersive experience to feel like. We find those out before we design, rather than repeating what worked in India and adjusting later.

What does not change across these categories is the way a project is run. What changes is the emphasis: the depth of documentation for a government department, the review process for a religious trust, the programme discipline for a corporate opening. If your institution does not sit neatly in any of these, that is common, and it is worth a conversation rather than an assumption.

25+
years combined experience
75+
individual digital experiences created
100+
AR/VR experiential labs
One contract from concept to daily operation

Our roots in digital content creation reach back to 2000, our work in immersive technology to 2006, and our first museum installation to 2010. Those 2010 installations still run daily, which is the measure we would ask any institution to judge us by.

Firsts We Hold
1

India's first archaeological 7DX experience

the Pallava Dynasty Time Travel at Mahabalipuram, 2014.

2

The first commercial multisensory virtual reality experience launched from India, ImmeX Zone, across India, Singapore and Dubai in early 2014.

3

India's first indigenously developed 7DX multisensory boat simulation, the VR Boat at the Porunai Museum.

4

India's first indigenously developed 7DX multisensory train simulator, the Kalaignar Express at the Kalaignar Memorial.

5

India's first stereoscopic 3D virtual reality recreation of a UNESCO World Heritage site with an Ambisonics soundscape

Ajanta VR, launched nationally in December 2024.

6

India's first 28K horizontal resolution passive stereoscopic 3D projection on a 100-foot curved screen, with the country's first 64-channel spatial audio installation

The Odyssey of Hanuman 7DX at Ayodhya.

Recognition

Siliconindia named Fusion VR among the 20 Most Promising Virtual Reality Solution Providers in 2018. Forbes India listed the company among Contributors in Shaping Modern India in 2019. Fortune India recognised it in 2021 as one of the most dynamic companies deploying virtual, augmented and mixed reality and digital twins. Our founder writes regularly on immersive technology for the Economic Times, Business Standard, Business World, Inc42 and Express Computer.

Common Questions

Questions Institutions Ask Us

It depends on one thing: how settled the project already is. If the idea is still being tested internally and nothing has been approved, start with a feasibility study, because it is the cheapest way to find out whether the digital museum should proceed at all. If approval exists but nothing is spatial yet, start with master planning. If you need sanction and funding, you need a detailed project report. If somebody else is already building it, you need project management consultancy. At Fusion VR, a short conversation is usually enough to place you.

Yes, and it is common. Institutions come to us with a concept from another consultant, a master plan already prepared, sanction already obtained, or work part-executed and struggling. Fusion VR picks up the chain wherever it stands. The first thing we do is establish honestly whether the earlier work holds, because building on a weak assumption costs far more than testing it. Where it holds, we say so and carry on from there rather than restarting work you have already paid for.

Yes. Each of our nine services is a complete engagement in its own right, and nothing commits you to the next one. Institutions regularly commission a feasibility study from Fusion VR, stop there, and return years later when funding is sanctioned. The same applies to scale: we design and build single galleries and individual experiences, not only complete digital museums, which suits a defined budget, a limited space, or a phased plan where one gallery proves the concept first.

Yes, and we do this often. A digital museum is rarely the only workstream on a site, and the technology has to arrive into a building somebody else is putting up. Fusion VR works alongside appointed architects, design consultants and execution contractors without difficulty. In those cases, defining the interfaces early matters more than defining the scope: who specifies what, who approves what, and who is responsible where two disciplines meet. Settled at the start, that removes most of the friction later.

In practice people mean the same thing, and we answer to both. The accurate term is digital museum, and that is what we use. Augmented reality and virtual reality are two of the formats a digital museum can contain, and Fusion VR builds both, alongside stereoscopic 3D theatres, holographic experiences, motion simulation, projection mapping and interactive exhibits. A digital museum may or may not include augmented and virtual reality. The combination is decided by the content and by what each gallery has to achieve, never by the label.

Explore further

The projects we have delivered, our immersive theatres, answers to the questions institutions ask, and more about Fusion VR.

Tell Us Where Your Project Stands

Tell us what you are considering, whether a building exists yet, and how far the idea has been agreed internally. We will tell you which step your project is actually at, what the next document would need to settle, and roughly what the whole thing involves. If it would help to see this technology working before you commit to anything, our experience centre in Chennai is open to visiting institutions.