Tacnik is an award-winning technology startup founded in 2016. With expertise in experiential technology, Tacnik designs innovative enterprise solutions for brands and organizations. The technologies in our arsenal can broadly be classified into Virtual Reality, Augmented Reality, IoT, Gesture Technology, App Development, Game Development, and Photobooth solutions. With such a diverse terrain of technologies to work with, we have successfully deployed hundreds of impactful solutions across a wide range of industries such as experiential marketing, healthcare, industrial engineering, sports, automobile, fashion and many many more! Each of these solutions is unique and designed to effectively help our clients achieve varied objectives such as training of employees, boosting sales with marketing activations or product showcasing, engaging audiences in conferences, team building or engaging fans. Facebook, Amazon, JP Morgan & Chase, Cisco, Adobe, Tata Communications, Paytm, Mumbai Indians, Delhi Police, Chennai Museum, BIRD are just a few of the many prestigious clients that we have had the opportunity to work with. With our offices in Bengaluru & Delhi, we have deployed solutions across India, South-East Asia & Middle-East.
IDP Education is an Australian Securities Exchange listed company & a global leader in international education services with 120+ offices in over 30 countries. IDP Education organises multiple fairs in India and internationally for students who aspire to study abroad in countries like Australia, US, Canada, The UK & New Zealand. The fairs are an opportunity for the studens to know more about their dream universities, check their eligibility and selection process.
While thousands of students come to attend the fairs, the most common challenges the organisers face are:
Creating an excitement among the students about the life in these universities
Ability to instantly answer queries of each of these students regarding the courses, eligibility, fees etc.
To solve the above mentioned challenges we presented the organisers and students with two distinctive solutions.
A VR 360 university tour that would enable the students to view the campuses of more than 50 universities across countries.
A live chat application where the students could ask questions about the universities and counselors, who may be seated at a remote location, would answer them instantly. The questions once answered were displayed on a huge LED wall for other students to take refernce as well.
The two applications combined increased student interaction multifolds while at the same time reducing the burden on on-site counsellors. Both applications have since been an integral part of all their fairs across India and neighbouring countries.
Modelez's Cadbury, who were Associate Sponsors for the ICC Cricket World Cup 2019, launched a Dairy Milk Champion's pack for the cricket lovers. The chocolate was launched before the commencement of the tournament and the tone of the campaign was "celebrate your favourite champions in action".
To promote the chocolate, Cadbury partnered with Reliance Mart and launched a VR cricket tournament across all their major stores in six Indian cities. The product - VR Cricket was personalised for Cadbury Dairy Milk with their branding in the game's content at places like bat, boundaries, on-ground, scoreboard, team jerseys etc.
The setups were done on weekends during the entire season when the footfall was highest. Users were asked to hit maximum runs in an over and the top scorers for each day were rewarded. The campaign withnessed registration of more than ten thousand people during its entirety. Information captured was passed on to Cadbury to further their marketing effort
Barclays opened its new campus in Kharadi, Pune, the largest single location outside of its global headquarters in London. Spread across approximately 1.1 million square feet of building area, the Pune campus will house 9,000 of the Barclays’ 19,000 permanent employees based in India.
Before it's inauguration, the challenge was to get the employees excited about the campus which will be equipped with the latest technology, state-of-the-art working spaces and recreational, wellness and collaborative aspects. But as they say, the best solutions are simple but effective. It was decided, we will take the employees on a virtual roller coaster journey around the campus which will allow them to experience everything they should be looking forward to in the new campus.
Given that VR Walkthrough implemented with the concept of a Roller coaster is an easy to use application with no skills required to operate, the project was a success with hundreds of Barclays' employees queueing up to see to what their new work place was going to be like.
IDP Education is an Australian Securities Exchange listed company & a global leader in international education services with 120+ offices in over 30 countries. IDP Education strongly beleives in keeping their emplpoyees motivated and rewarding the top performers. To honor the recent acheivers, the management had organised "IDP Awards Nite 2019" in Abu Dhabi in the month of November. Around 500 employees were a part of this 3 day fest.
The responsibility for Tacnik was to make the trip to Abu Dhabi seamless and a memorable one for all their employees. We decided to create a one stop solution for all their interactions on a mobile app.
An android & iOS app was built with all the necessary information for the employees from generic facts like places to visit in Abu Dhabi, things to do, Dos & Don'ts for employees, emergency contacts and a feed for viewing all the latest posts and updates from the organisers. The applications also included personalised information relevant to each employee such as their flight information, table numbers for seating arrangements on the awards nite.
The app received a phenomenal response and was extensively used pre-trip,during trip and even post trip to share pictures and videos from the tip.
Select CITYWALK is one of the most admired shopping destination in India. The average footfall in the mall is estimated to be around 50,000 on weekdays and may shoot upto 1,50,000+ on weekends and holidays. With great reputation, comes great responsibility for the mall. During the Diwali festive season of 2018, the management decided to initiate a Green Diwali campaign for all their visitors. We were approached with the request to create an application which would not only engage their visitors, but also create awareness on the harmful effects of burning crackers.
We know people (espcially kids) love burning crackers. So we decided to let them do what they like, only in augmented reality. The users were presented with a gesture-enabled burning fuljari and options of augmented crackers like flower pots, rockets, ladis, charkhis etc. When the kids lit the crackers, they would burn in the most magnificent manner. The only problem was that the experience would create a lot of pollution, a count of which would reflect on the corner as a measure of harmful effects that each cracker creates on the environment.
The experience was an eye-opener for the audience to say the least. During the 3 days activity, thousands of people pledged to never engage in burning crackers and would stop others from doing so as well. The activity was much appreciated by everyone in the audience and management alike.
One of the most challenging aspect of a manufacturing company is to ensure workplace safety of the plant workers. Companies invest millions of dollars each year to train the workers about the machines, equipment handling and safety precautions to be taken. However, most of the training is theoretical and retention of knowledge is low among the employees.
Our responsibility was to train the plant workers in a way that is quick, efficient and rentention of knowledge is high. Hence came Virtual Reality. We created a multilingual Oculus Go based VR 360 training module by capturing entire facility along with animations that focused on operations and functionalities of important machines. The application included interactive quizes at various points that would test the users and provided valuable feedback to the users and their managers.
The module helped bring down the training costs and time considerably and was widely accepted by the plant workers.
The learning lab as an innovative instrument for facilitating experiential learning will contribute to the sustainable competence development of the target group of the Centre for Climate Change at BIRD, Lucnkow on the topics of climate change and climate finance.
The lab can be used for self-paced learning as well as for training activities. Learners will be invited to gain insights and strengthen their competencies in climate change and climate financing in the following seven competence fields:
- Awareness of climate change
- Impacts of climate change
- Own contribution to climate change
- Acknowledgement of the complexity in the field of climate change
- Climate finance instruments
- Projects for climate finance
- Attitude towards climate change
Keeping the above points in mind, our team began designing and curating solutions that would not only create awareness about the problems of climate change but would also prompt the audience to be a part of the solution. The first two modules viz. Virtual Reality and Green House Gas Simulator allowed users to experience the impacts of climate change such as landslides, glaciers melting, rising water levels etc. A Ball Circuit module was created that made users understand the difference between a complex and a complicated problem by trying to lead a ball from point A to point B. The objective of the next two modules namely, Wheel of Climate Change and Table-top Puzzle Game was to make people discover the various climate finance tools and their specifities along with allowing them to recreate a climate finance project by putting together pieces that will each have a specific form (nature of finance tool) and also feature a specific pictogram (financing organism/ insitution).
The project was deployed in mid March 2020 and received an overwhelming response from the authorities of GIZ, NABARD and visitors alike.
The 2019 Vivo Pro Kabaddi League was the seventh season of Pro Kabaddi League that garnered 1.2 billion impressions, as per BARC India. For a country that considers cricket as a religion, if those numbers aren't astounding we don't know what is. For a sport that has gained so much popularity and a huge fan base over the years, the task at hand was to give the fans a memorable time and a chance to connect with the favourite players. But since each player has millions of fans, it's impossible to give undivided attention to all of them even in a lifetime. To solve this problem, we decided to use our expertise in Augmented Reality to conceive, what we now call, a Celebrity Photo Booth.
The project was kicked off with green screen shooting Top 16 League players. Each player would be a part of the formation surroundng the fan in the final application. The shot videos were then integrated into the augmented reality application that imposed the players around the fans when they came to the kiosk for pictures. The fans could select their favourite five players and strike a pose. They had an option to either take an instant print out of the picture or share the pictures on mail and social media.
The final product was deployed for the playoffs in Ahmedabad where defending champions Bengaluru Bulls were up against League toppers Dabang Delhi KC while Bengal Warriors who went on to win the League were up against a then in-form team U Mumba. The response was staggering with hundreds of people queueing up at the opportunity to take a picture with their idols. More than ten thousand people took pictures over a period of 3 days. The product, which was a first of it's kind in India, even gained popularity on social media with thousands of likes and tweets.
The Government Museum is a museum of human history and culture. Started in 1851, it is the second oldest museum in India and the tenth oldest Museum in the World. The museum's requirement, under Tamil Nadu Innovation Initiative (TANII), was to provide an engaging technological experience to the visitors of the Museum using technologies such as Virtual Reality, Touch Technology & Interactive Floor.
Utilizing Virtual Reality, the aim was to bring to life the various ancient artifacts at the museum and give it life in an immersive environment. Users were teleported to another environment where they could see the artifacts up close, learn their significance using audio-visual prompts along with being able to interact with the artifacts using the VR controller.
Interactive touch solutions were designed to provide an informative experience, using a touch interface, that users could interact with. Users were provided various types of graphical information such as 3D models of the artifacts, their history, and significance.
The interactive floor projection system was designed to engage the little ones that visit the museum. With a focus on blending learning with enjoyment, the kids were treated to a variety of games, such as pop the bubbles, count the numbers, aquarium experience and many more.