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Virtual Reality

Virtual Reality, VR

[Vur-choo-uhl Ree-al-i-tee]

Noun [U]
Conjugation: -ties

Virtual Reality or VR is a computer-simulated artificial multisensory 3D environment that can mimic the properties and imagery of the physical world, be completely based in fantasy, or a mix of both. The system uses position-tracking and responds to the user’s inputs. In VR, the senses are temporarily fooled into believing that the artificial environment is real. The goal of a true VR experience is to create presence – the feeling of physically being somewhere else, of being in another reality.

Use VR wisely

For many of our clients, we use virtual reality, VR to create unique experiences that are unattainable elsewhere.

VR is good storytelling, and it has the power to transform training and marketing into greater, immersive, emotional, and interactive experiences.

Nevertheless, we never use VR for the sake of the technology. We use VR when we see the potential of replacing the real world with a virtual one, and when we want to create a brand-new digital environment with RIDE factors that allow the user to experience a reality that is either:



Dangerous or


VR in the Classroom

In a learning situation, VR can be incorporated as a blended learning element to enhance motivation among students and support the traditional classroom teaching.

Our award-winning solution for VIVA was developed to raise empathy and create an emotional understanding and preparedness for meeting elderly people in need for caretaking.

At Skive College, a digital twin of a mansard roof construction makes it possible for more students to see the old construction in ‘reality’ and learn how to reconstruct it.

And at Learnmark Horsens, students learn how to arrange the optimal construction site in a safe environment.

With the VR-solutions, the educational institutions hope to make their educations more modern, digital, future-proof, and attractive to apply for.

Digitised technical training

It is not just in school classrooms that we digitise learning. Together with some of the world’s greatest wind energy companies – Ørsted, Vestas, Siemens Gamesa Renewable Energy, and Vattenfall to mention some – we have digitised both theoretical and practical parts of their training to reduce classroom training hours, travel costs, and environmental footprints.

Be the talk of the town

Many like to use VR to be the talk of the town at fairs and events. FLSchmidt, Vestas, and Semco Maritime are good examples of that.

Having a sustainable production has become a major focus point in society. Therefore, FLSchmidt offers a 360-degree VR-tour around their great calciner to show and describe how their innovative design helps several cement producers around the world lower their NOx emissions up to 60% more efficiently.

At Vestas’ Visitor Centre – and at several events across the world – you can find yourself standing at the top of a wind turbine while experiencing its incredible greatness and learning the story of Vestas’ legacy.

And Semco Maritime utilises VR to take customers on a compelling and immersive fly-by to demonstration how an offshore substation is the heart of an offshore wind site.


Thomas Juel
Partner & CSO
Tel +45 2014 6601