AR/VR

Immersive Technologies

AR/VR for Business

Gimmick-free solutions to solve real problems.

Leading organisations are increasingly adopting digital and immersive technologies as part of their overall business strategy. From customer service, training, to operational efficiency, embedding AR/VR alongside existing technologies brings endless benefits and possibilities to both organisations and customers.

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How we assist
Tech Translation

We understand both business and technology. We clearly explain what you need to know (without the jargon) and communicate what you need, to the developers. This ensures you get what you need and want, within your budget.

AR/VR Advice

Often businesses don’t have the time or skills to succinctly identify what technology options are available to solve a problem or need. Advising on solutions is our speciality, including how to roll it out giving you more time to focus on other areas of business.

Qualified AR/VR Consultant

Partner with Tara James, our qualified RMIT AR/VR strategist and consultant, to create and implement a strategy that addresses organisational needs and objectives.

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What is immersive technology?

Immersive technology is the umbrella definition that includes Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). It is the range from what we know and see as real-life, to a completely immersed virtual experience.

“We look at it as a continuum of experience that people have.” – Mark Francis, Product Marketing Lead, Amazon Web Services

Immersive Technology

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Virtual Reality
VR
Completely digital environment

Fully enclosed synthetic experience with no sense of the real world

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Augmented Reality
AR
Real world with digital information overlay

Real world remains central to the experience, enhanced by virtual details

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Mixed Reality
MR
Real and the virtual are combined

Intereaction with and manipulation of both the physical and virtual environment

BENEFITS + USES OF AR/VR

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Accessibility and Experiences

Increases access to information and provides experiences that may not have otherwise been possible in the real-world.

  • Geo-location based AR that shares location-specific information
  • View exhibits or places virtually e.g. explore a museum, see how original buildings looked along a heritage trail, get up close with natural attractions
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Virtual Online Shopping

Customers can be won or lost in a single moment of interaction. AR/VR allows access to information that collapses time and distance constraints.
  • ‘Trying out’ items by using AR on your phone to see how the item will look on you or in your home e.g. furniture, jewellery, make-up, clothes, homewares, glasses
  • Testing and comparing product features
  • VR tours of houses for sale, allowing prospective buyers to investigate the house without needing to physically visit.
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Training and Education

Immersive Learning is revolutionising the way we train and perform. Through Virtual Reality (VR), employees learn by doing. They are more engaged, better prepared, and develop new skills faster with data-driven insights.
  • Front-line employee training e.g. customer service, products training, sales skills
  • Emergency situations e.g. how to respond in disaster scenarios
  • Hazard situations and safety procedures
  • School students in-class and for remote learning

AR/VR Tech Explained

Augmented Reality (AR) is one end of the spectrum. AR is data (audio or visual) that is added as visual ‘layers’ over a real-world environment to enhance it. This may be seen by looking through a viewfinder, on for example your mobile phone. The data may appear as a 3D computer-generated object or as overlaid information.

In AR, the real-world environment is the foundational context of the experience, but not necessarily the focus. It is more accessible because you can use a device like your phone to view AR, as well as more complex (and expensive) hardware like a headset or AR glasses.

Virtual Reality (VR) is a fully immersive, 3D experience that takes place within a computer-generated artificial environment. Everything you see in VR is digital. The user sees this computer-generated world by using a VR headset or a head-mounted display (HMD), and interacts with it through specialised VR equipment.

VR can link sensors to your movements to let you interact with your virtual environment, making it so your movements have real impacts on your virtual world.

If Augmented Reality is one end of the scale, and Virtual Reality is at the other, Mixed Reality (MR) is the spectrum between these two points. MR can also be referred to as AR/VR.

Mixed Reality provides more interactivity than AR, and less immersion than VR – it has one foot in the real world and one foot in the computer-generated world. In MR, the virtual content and the real-world content can react to each other in real-time.

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