From gadget to use case: understand virtual, augmented and mixed reality, identify where immersive technology truly creates value and scope a realistic pilot.
XR is seen either as an expensive gadget or as an imminent revolution. The result: hardware bought before the need, one-off demonstrations, and high-value use cases (training for high-risk tasks, assisted maintenance, immersive tours, prototyping) never seriously qualified.
Costly or risky field training (safety, technical skills) hard to organize
Headsets bought after a trade show, used twice then stored in a drawer
Lengthy onboarding in complex physical environments (factories, stores, worksites)
Physical prototypes expensive to produce in order to validate design choices
Remote or hazardous sites impossible to show to clients or new hires
Difficulty comparing XR vendors' offers without a reference framework or vocabulary
✓ A clear view of what XR can (and cannot) bring to your business
✓ Prioritized use cases with an estimated ROI
✓ A pilot specification ready to challenge vendors
✓ Objective criteria to decide whether to invest or wait
The question is never "should we do VR?" but "what problem does immersive technology solve better than the alternatives?". Training a technician on a dangerous task, touring a factory remotely, validating a layout before construction: when reality is expensive, risky or inaccessible, XR becomes obvious. The rest of the time, a good conventional medium is enough, and you have to be able to say so.
Full details in the catalog.