ARS aimed to establish best practices, explore the use of digital skills and competences touching on research, experimentation and programmatic advancement of objectives. We aimed to structure a new teaching methodology using AR (Augmented Reality), also involving blended, hybrid and flipped modalities to be applicable in the web and the media job market. ARS goals have been therefore 1) to verify and further develop the domain of digitization to offer a training program truly aimed at developing specialized figures in the field of technologies to enter the job market 2) to use tools that expand some phases of the creative process by modifying the skills of the designer her/himself (AR) 3) to build a pedagogical approach that innovates didactical offer though the virtual classrooms, in harmony with the birth of new professional profiles, improving its competitiveness at international level 4) to fill the gap between Industry and educational training through the increasing of a pedagogical culture and mutual support 5) to allow best practices for training of people with disabilities activating a virtual process that changes the students attitude toward the digital tools.
The pandemic has driven the Cinema Industry to embrace virtual production for pre-production content, fostering the development of 3D environments within cooperative virtual sets for movies and games. This transition enables faster, more sustainable workflows for professionals like directors, set designers, and developers, demanding advanced technological training. Institutions like NABA and SAE Belgrade are actively cultivating these skills in students and industry practitioners, expanding training to include virtual sets blending digital and real elements. ARS has been therefore pioneering in addressing the following needs: 1) meeting the requirements of students in media, new technology, games, and set design by providing exposure to the most advanced workflows available today so that they can be equipped to be productive in the workplace through updated, experimental training aligned with advanced cinema industry protocols 2) experimenting with new educational strategies, leveraging virtual sets to enhance interaction and enable remote teaching, revolutionizing experiential learning approaches.