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Virtual reality

Enterprise virtual reality, from concept to delivery

Our team takes VR from first idea to working program: experience design, application development, headset deployment and ongoing support. Some programs run on M4, our platform. Others are standalone apps crafted for one audience.

The PatientVR library page, with search, category filters and 360° video cards such as Eiffel Tower, Paris
Inside VapingVR: 3D models of the lungs and the brain floating in a dark space, with an outlined virtual hand reaching towards the lungs
A boy with a Rocket Crew sticker on his shirt puts on a VR headset and gives a thumbs up
Mobiddiction and partner team members outdoors, smiling and holding boxes of Meta Quest 2 VR headsets

Enterprise VR

We make enterprise VR easier to deliver, manage and scale

Virtual reality is about more than an immersive experience. To bring VR into real clinics, classrooms and workplaces, you need the right hardware, a well-designed experience, a practical deployment plan and a reliable way to manage it over time.

Our team turns VR concepts into working programs, from ideation and workflow design through development, deployment, content and ongoing technical support. Whether you are exploring VR for healthcare, wellbeing, education, rehabilitation or workforce engagement, we help you choose the right approach for your setting.

Made for Meta Quest

Designed for the headset in their hands

Our VR apps are made for standalone headsets such as Meta Quest 3 and 3S, with no PC and no cables. We design around what the headset can do, and around the people wearing it.

Designed forMeta Quest 3Meta Quest 3SNew models, assessed as they arrive
  1. Paired to your organisation

    On M4, each headset is paired to your organisation’s account, and M4 delivers the library and controls who has access. Pairing collects no patient information.

    PatientVR

  2. Safe boundaries

    We set a play boundary, so the headset shows the room through its cameras if someone moves beyond it.

  3. Hands, or controllers

    PatientVR, VapingVR and RocketCrew all run without handheld controllers, so there is less to hand out, charge and clean.

  1. A wipe-clean fit

    For wards and clinics we recommend a strap that wipes clean and adjusts with a dial, and cleaning the headset between users.

  2. Plays offline

    Content downloads to the headset and plays offline, so a session doesn’t depend on the ward’s Wi-Fi.

    PatientVR

  3. Driven by hand tracking

    The headset’s cameras follow the user’s hands. VapingVR’s four modules are driven entirely by hand tracking.

    VapingVR

Meta and Meta Quest are trademarks of Meta Platforms, Inc. The headset shown is an illustration.

Two ways to deliver VR. On M4, a managed program such as PatientVR: M4 provides content and access, video streaming and headset management, and delivers content to headsets across wards, clinics, classrooms and homes. Standalone, one app for one audience such as VapingVR: the app is self-contained on the headset and updated by new releases.

Our approach

Two ways to deliver VR, one team behind both

Some VR programs run across many headsets, sites and teams, with content that changes over time. We run those on M4, our platform, where content, access and headset management are assembled for the program and our team keeps it running.

Others are a single experience for a single audience: a health education module, a distraction for young patients, a trial in one department. We develop those as standalone apps that are self-contained on the headset.

The same team designs and develops both, so we can recommend the route that fits your program.

A hospital care team in a courtyard holding the PatientVR headsets for their patients

On M4

PatientVR: a managed VR program on M4

PatientVR brings immersive experiences to healthcare and wellbeing settings, for pain management, positive distraction and overall wellbeing. It runs on M4, which delivers the VR library to each headset, manages the headsets themselves and controls who has access.

It is designed for busy staff: hands-free, with no handheld controllers, and content plays offline once it is downloaded. PatientVR collects no patient or health information, and has been trialled with NSW Health and Queensland’s Metro South Health.

On M4

What M4 brings to a VR program

A VR application is only one part of an enterprise program. Content has to reach the headsets, devices need looking after, and the right people need access. For PatientVR, our team configures M4’s core for sign-in, teams and media, extends streaming for large stereo video, and crafted the headset management module that pairs, monitors and loads each headset.

Core · configured

Shared features every program uses as they are. We run them, secure them and keep them current for everyone.

Extended capability · extended

A core feature we extend for your program, with your own fields, rules and behaviour, without changing it for anyone else.

  • Media streaming

    Deliver large video by adaptive streaming, for the programs that need it.

Custom modules · crafted

Modules we craft only for your program and plug into the core, so they use features like sign-in, media, notifications and data.

See it in use: PatientVR

Standalone

Standalone VR, crafted for one audience

When a program is one experience for one audience, we develop it as a standalone app, designed around the place it will be used and ready to run on the headset.

Inside VapingVR: a cloud of vapour drifting through pink airways and air sacs in the lungs
Youth health education

VapingVR

An early-intervention VR experience that shows young people the real health effects of vaping, developed with addiction medicine specialists from Nepean Blue Mountains Local Health District. Four modules cover addiction, the brain, the lungs and a quiz to reinforce learning, all driven by hand tracking with no controllers, on Meta Quest 3 and 3S headsets.

In a Starlight Express Room decorated with stars, a woman tries a VR headset while Mike Vasavada hands a headset to a boy
Children’s hospitals

RocketCrew for Starlight

A space-themed, controller-free adventure developed with the Starlight Children’s Foundation for the Starlight Express Rooms at Sydney Children’s Hospital, Randwick and Westmead Children’s Hospital. It is designed for hospital settings: up and running in under 10 seconds, with no internet connection needed and infection control considered from the start.

HoVR promotional art: stylised Australian outback on one side and hand tracking drawing a smiley face on the other, with a VR headset icon and HoVR wordmark
Emergency care

HoVR at Nepean Emergency Department

A hands-free VR experience for young people in emergency care, set in a familiar Australian outback. It keeps interaction simple, with no complicated controls, and is in trial at Nepean Hospital’s Emergency Department to explore how VR can help young people in an unfamiliar clinical setting.

The RocketCrew experience has been absolutely fantastic for kids and young people visiting the Starlight Express Room. We’ve witnessed children who were withdrawn, shy or anxious become animated and excited after their VR journey.

Elle DaweExperience Producer, SPARK Accelerator, Starlight Children’s Foundation
More than VR development

From first idea to ongoing support

We work with organisations at every stage of a VR program, combining practical consulting with hands-on delivery.

A VR program from first idea to ongoing support, in four stages: consult and design (purpose, users and journey); develop the VR application; deploy to headsets and roll out; and support, with updates and new content after launch.
  • Consult and design

    We define the purpose of your VR program, understand your users and setting, map the journey and settle the workflows before development begins.

  • Develop

    We turn concepts into working VR applications, focused on usability, accessibility and the practical needs of the places they are used.

  • Deploy

    We help you choose headsets and a deployment model, then configure each headset, load content and train staff for rollout.

  • Support

    Our work doesn’t end at launch: platform management, application updates, troubleshooting and technical support as your needs change.

A Meta Quest headset with a PatientVR sticker in front of its retail boxes

Hardware and deployment

Need help choosing the right VR hardware?

Get the foundations right before you build. Choosing a headset or deployment model before you understand the use case can add complexity, cost and avoidable operational problems.

Our team offers practical consulting to assess your requirements and find the right hardware and deployment approach, drawing on hands-on experience deploying Meta Quest headsets in healthcare and education.

Whether you are planning a first pilot or managing a fleet of headsets, we help you make informed decisions before you commit.

What we help you decide

  • The right headset

    For your application, your users and the setting it runs in.

  • Standalone, offline or connected

    Whether the experience runs on its own, plays offline, or connects to a platform for content and management.

  • Controllers or hands-free

    Controller-based or hands-free interaction, to suit your users, their mobility and your infection-control needs.

  • Device administration

    The enterprise deployment and device management your organisation needs.

  • Content and access

    How content reaches each headset, who can use each experience, and how support works.

  • Pilot to rollout

    The practical steps from a first pilot to a broader rollout.

Let’s Talk

Ready to talk about your VR program?

Whether you have an early-stage idea, an existing VR application, or headsets and content to manage across an organisation, our team can help you work through the options, from consulting and experience design to development, deployment and ongoing management.