DIGITAL AND 3D · SERVICE

AR/VR

AR and VR make products and processes experiential for trade fairs, sales and field training.

The test for AR and VR investment is simple: does the interaction genuinely change the quality of a decision? If it does not, a good 3D configurator or a video does the same job for less. Projects that begin with “something impressive for the fair” typically go unused after one season.

All production runs in Blender 3D. Working in a single application keeps file handover, revision tracking and cost predictable: source files are delivered in one format, the scene structure opens with the same logic even if the team changes, and no additional licence cost appears. Engineering data from your side is brought into this environment, with validation and optimisation completed before production starts.

VR is unmatched in training that is dangerous or expensive to do for real: working at height, live electrical intervention, emergency drills, complex assembly rehearsal. There it does not merely attract attention; it offers a learning environment where mistakes are free and repetition is cheap. AR, running on existing phones, is more practical for everyday corporate use.

We build experiences with content and software layers separated, so a change in the product range does not require a new project. Existing render models are optimised for real-time use. For trade fair experiences the measure is qualified conversations, not spectacle.

Key takeaways

  • AR/VR: AR and VR make products and processes experiential for trade fairs, sales and field training.
  • This service sits under the Digital and 3D practice.
  • The work runs according to Avenra's six-step method.
  • Deliverables, duration and team structure are defined explicitly in the proposal.
02SCOPE

What does this
service cover?

Trade fair experienceSales configuratorField training simulationWeb-based ARDevice integration
03PROCESS

The six-step
Avenra method.

Diagnosis

We make the problem, the opportunity and the existing capability measurable and visible.

Strategy

We set a clear direction, an order of priority and a decision framework — including what we will not do.

System design

We connect the strategy to roles, workflows, tools and decision points.

Delivery

We turn brand, technology, content and experience into real outputs.

Training and adoption

We equip the teams who will run the system and support them until it becomes habit.

Measurement and scaling

We track adoption, performance and business results — scaling what works, cutting what does not.

06RELATED INSIGHTS

You have read the service page; go deeper with our insights.

07COMMONLY SEARCHED

Topics this page
covers.

AR VRaugmented realityvirtual realityVR training simulationtrade fair experienceweb AR
08FAQ

Frequently asked questions

How long does ar/vr work take?
It depends on scope. For ar/vr, diagnosis of 1–3 weeks, main work of 4–10 weeks and rollout of 2–4 weeks are typical ranges. Organisation size, the number of people in the decision process and current data maturity set those ranges; exact timing is put in writing after the diagnosis session.
Can we buy ar/vr on its own?
Yes. During diagnosis we check together whether your problem really sits in ar/vr; often a combination of two services produces a better result, and we say so openly at the proposal stage.
How is ar/vr priced?
Scope-based. For ar/vr the deliverables, duration and the team involved are written item by item into the proposal, so no surprise line appears later. If budget is tight, the scope can be split into layers and continued once the first layer shows a result.
Can our own team run ar/vr delivery?
It can. On many projects we build the ar/vr decision and system layers while the in-house team continues day-to-day delivery. The guide, templates and training needed for handover are included.
→Let's begin

Let's clarify your
ar/vr need.

In the diagnosis session we set scope, timing and success measures together.