Visual museum experience

Visual museum experience

A unique route, Visual Museum + Metaverse, Augmented & Virtual Reality

Training course

Visual Museum Specialisation Course

Designing museum layouts and routes is both idea and creativity as well as technical and design skills. The Exhibit Designer deals with the design of all technical components of museum routes and temporary exhibition layouts, trying to harmonise his work with the curator's idea and the works of art in the best possible way. He also thinks about the conservation of the artistic and cultural heritage of the museum and seeks sustainable solutions suitable for the institution he represents. He is a professional who must have an excellent knowledge of the physical characteristics of light, colour, design techniques and tools as well as an understanding of the aesthetics of sources.
In recent years, the figure of the exhibition designer has become of fundamental importance for any curatorial project, especially with the advent of new forms of contemporary art, such as video art, multisensory installations and virtual tours. The experience, know-how and expertise of the museum designer are used not only for installations, but also in the service of communication, since in exhibition projects the ultimate goal is to communicate the message of the works of art to the visitor.
Having graphic dexterity and being able to draw by hand or through a PC is indispensable for realising projects and drafts.

Course in Metaverse, Augmented & Virtual Reality

Experiencing spaces even before they are built has become an increasingly creative requirement thanks to the extraordinary potential of immersive reality that allows a spectacular and exciting view of spaces

In response to this growing need/requirement, a multi-stage training course was formulated to provide skills in the use of Augmented Reality and Virtual Reality as innovative tools for presenting one's projects by exploiting technologies from the world of gaming, in particular Unity 3D.

The Course in Metaverse, Augmented & Virtual Reality  will provide the skills to be able to transform 3D models created using Blender or other modelling software into augmented reality and/or virtual reality. Each participant will be able to generate AR and VR presentations on multiple platforms (Windows, Android, iOS)

Italian Design Institute gives you the chance to enter directly into the metaverse and its secrets.


What you will learn

Course in Metaverse, Augmented & Virtual Reality

  • Differences between static and real time rendering
  • Realisation of an architectural structure with Blender
  • Optimisation for real-time rendering
  • Realisation of a virtual environment. the scene in Unity 3D
  • Using Post-Processing
  • Programming hints: creation of Flycam and implementation of Build 360
  • Creating VR apps for smartphones, PCs and Oculus Quest
  • AR app creation for smartphones

Visual Museum Specialisation Course

  • The phases of an exhibition and curatorial project.
  • Relationship between curator and designer
  • The Positioning of Works
  • Light and colour in the museum space: elements of lighting technology.
  • Creation of an exhibition design.
  • The design phases.


Visual Museum Specialisation Course Programme


  • The phases of an exhibition and curatorial project: from historical and archaeological exhibitions to contemporary art and multimedia exhibitions.
  • The relationship between curator and designer: analysing and getting to know the authors of an exhibition
  • The indoor/outdoor/permanent and temporary fit-outs: the work of the new fit-outs
  • The research department: analysis and knowledge of roles
  • Focus: archaeology exhibitions
  • Case Studies


  • Difference between Permanent and Temporary Exhibitions
  • The approach to the exhibition space: the historical place and the ideal place
  • The positioning of works in space: differences between archaeological, modern and contemporary art exhibitions
  • The visitor experience in contemporary art exhibitions
  • Case studies of fittings from recent decades
  • Conservation of works: light and temperature, insights into regulations


  • Light and colour in the museum space: elements of style and lighting technology.
  • Focus: Contemporary Art Exhibitions - Video Installations/ Virtual Exhibitions
  • Examples and case studies
  • Communicating with the space: being able to communicate the exhibition to the visitor


  • Classroom exercises
  • How to communicate the project
  • The communication department: analysis and knowledge of roles
  • Cultural events and shows: staging and design
  • Creation of an outfitting project. Design phases with revisions.

Course Programme in Metaverse, Augmented & Virtual Reality

 Introduction to immersive technologies: definitions, examples and areas of application.

  • Virtual Reality
  • Augmented Reality
  • Extended Reality
  • Evolution of Augmented Reality and Virtual Reality from the 1950s to the present: birth and spread of the first hardware devices.

 The current hardware market. AR and VR devices: most influential factors for the spread of specific hardware.VR-related issues and solutions.Why invest. Excursus on the most successful AR and VR projects.

Static rendering and real-time rendering: similarities and differences.

  • Optimisation elements for real-time rendering

From the world of video games to the world of interior design. Unity3D and Unreal Engine: analysis of the interfaces and possible outputs of both software.Test live with VR visor and AR tablet

Practical exercise: realisation of a virtual environment from a dwg or pdf file using Blender.

Basic concepts: optimisation elements for real-time rendering:

  • what low-poly means
  • what are draw-calls
  • optimal characteristics of textures and materials

Unity 3D pt 1:

  • Introduction to the software and its interface.
  • Main differences with popular static rendering software
  • creation of a project folder

Unity 3D pt 2:

  • Import of architectural structure realised with Blender
  • Scene Creation
  • Importing Textures and Creating Materials
  • Main sources for CC0-licensed material

Unity 3D pt 3:

Difference between baked, real-time and mixed light sources;

  • Lighting Baking
  • Ambient occlusion: what it is used for and how to render it

Unity 3D pt 4:

  • Flycam Creation
  • Introduction to post-processing: when to use it.
  • Creation of a PC build for immersive experience.

Unity 3D pt.5: let's create our first smartphone app

  • Scripting in C#, project anatomy, basic scripting, online resources
  • Let us create a simple script to modify the scene at runtime.
  • Build & run on smartphones.

Unity 3D pt.6: creating an AR app

  • The package manager: how to add functionality to your Unity project
  • Test scene: download projects and resources from the web and include them in our project
  • Build on smartphones: device requirements, functionalities, limitations
  • Scene customisation.

Introduction to Web 3 and the Metaverse (metaverse, what why who)

  • What is the Metaverse: definition and history
  • What is multiuser and how it works
  • What is an avatar

The economy of the Metaverse: 

  • Who and how do they make money in the metaverse?
  • How is it bought in the metaverse?
  • Overview of cryptocurrencies
  • Notes on Blockchain and NFT

Visits to the main existing Metaversi (with Visor): evaluation and comparison of different use cases and analysis of problems

Products and services we can sell in the XR Metaverse

  • BIM/CAD to VR
  • AR for marketing
  • XR for real estate

Business model and pricing: what works and what doesn't

Marketing in XR

  • what can be done now
  • what works (WebGL, AR filters, tools)
  • what will be possible in the future


  • Avatars: analysis of the most common types
  • Immersive lecture (with visor): entering the IDI Multiverse and exploring a series of virtual rooms
  • Tour of virtual environments: technical tips and optimisation techniques for the realisation of immersive projects.

Job opportunities

The Visual Museum Experience is dedicated to those who want to become proficient in the field so as to be able to practise their profession successfully, entering the market as freelancers, even on private commissions, spanning all sectors in which augmented and virtual reality is increasingly in demand, from gaming to interior design.

It is aimed at graduates and undergraduates in architecture, engineering, industrial design, design and related subjects; graduates and undergraduates in cultural heritage or graduates from the Liceo Artistico and Geometra high schools with related subjects and graduates from the Accademia delle Belle Arti (with basic knowledge of Autocad). 

Phases of the course

  • PROPEDEUTICAL LESSONS: texts + online platform
  • CLASSROOM PHASE: 144 classroom hours
  • PROJECT WORK: realisation of a project following the outline provided by the teacher
  • MAX: 18 participants
  • CV DISTRIBUTION to companies nationwide


Possibility of financing the registration fee
Video CV realisation
Reworking and updating the CV for dissemination to companies in the sector at the end of the training course in the country.

How to apply

Fill out the information request form and we will contact you within a few days. In the selection of candidates the scholastic CV, work experience and motivational letter will be considered. It is possible and advisable to send a portfolio of previous works. The examining commission, considering these elements, will communicate the result of the selection and the admission to the Course by filling the application form.


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Course partners

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Company data

Sviluppo Europa s.r.l.
Via Albricci, 9 - 20122 Milan
P.I. 10282190965
unique code: M5UXCR1
[email protected]

Province Register Office. chamber of commerce Milan Monza Brianza Lodi
Fiscal Code is the VAT number
REA number MI-2519496
Share Capital 10,000

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