Extended Reality Solutions For HR Department
HR departments use extended reality to simplify recruiting, accelerate the integration of new employees, and increase their work efficiency. Find out more about the benefits of XR for your company.

Extended reality is an umbrella term, that unites virtual, augmented, and mixed realities. You can read more about the technologies and the difference between VR, AR, and MR in the previous article. 

Companies like BMW, British Telecom, and Jaguar Land Rover apply XR to implement VR excursions for applicants, virtual reality training for workers, virtual offices, etc. 

HR departments use extended reality to simplify hiring employees, accelerate their integration in their workplaces, and increase their work efficiency. For example, General Electric has increased its workers’ productivity with extended reality by 34%. 

How To Apply XR In Recruitment

Innovative technologies are more often used for hiring staff. According to PwC data, 65% of respondents said, they would like to accept a job offer if they would have tried their workplace in virtual reality. In this case, there are few directions for using XR in recruitment. 

Extended reality is used by applicants to get aquatinted with their future workplace. British IT company Workforce WindsorEssex developed for Canadian company Brave Control Solutions 360o a video guide for those who want to get employed as an engineer, technician, or designer. Candidates can see the Brave Control Solutions office building, get acquainted with different department heads, and learn more about their duties in the video. 

After the first interview and excursions, recruiters test the working and soft skills of applicants. For example, Jaguar Land Rover, in collaboration with the popular rock group Gorillaz, used extended reality to design spectacular test tasks. The famous automotive company released an MR app, designed for testing talents in software engineering, app development, cyber system development, and graphics performance. Using smartphones, the candidates could break the code in the group’s virtual garage. 

In the first part of the mission, participants are involved in the assembly of a virtual model of the company’s first five-seated all-electric sports car Jaguar I-PACE and explore more detailed characteristics of the model. In part two, the candidates solve a number of puzzles, where they should break the code to pass the test. This app is designed to test traits of future Jaguar employees, like curiosity, persistence, problem-solving skills, and non-standard thinking.

Improve Your Remote Workplace with XR

A virtual office is a digital place, where people work and interact with each other, using digital avatars. Now, according to OSlash, 10% of respondents are already working full-time in a metaverse, and 75% of respondents said they’re interested in getting this job. 

VR offices are used by freelancers, remote workers, and those who work in early startups and companies that have plans to extend their network. 

Employees can customize their virtual workplace according to their duties and personal preferences: providing additional screens, isolating from different distracting factors, and choosing the most comfortable location for a VR headset user. VR office can recreate, for example, a real office building and an unusual, fantasy location. You can read more information about virtual reality offices here

Our company has experience in developing a virtual office at a company’s request. Oleksii Volkov, Qualium Systems XR department head, told about the experience of designing the VR office. According to him, our company developers aspired to create a photorealistic office with the possibility to download employees’ own photos as their digital avatars. The virtual office conference hall, workrooms, cantina, corridors, and other rooms, VR headset users can walk through.

“Our main targets are to provide  users with a number of tools, that allow them to participate in meetings and discussions  in a virtual office. And this process should be the most similar to real meetings and discussions. But how can we achieve that effect? We need to expand the range of instruments as much as possible. For example, employees should see each others’ gestures, in addition to  video and audio communication. There should be a possibility for them to draw something on a board and show the documents. It all must  be within one space, and that’s why it’s called a virtual office” – said Oleksii. 

You need a virtual reality headset to work in a virtual office, and  devices designed  for enterprises are the best solutions. Depending on company needs and budget, there are headset models that you can connect to a computer, smartphone, or other devices that work autonomously. But some specialists pay attention to the new VR headset for metaverse Meta Quest Pro, presented at Meta Connect 2022. The new headset has additional eye-tracking cameras inside, and its new design allows users to see both virtual and physical worlds.

“We’re building a better way, using everything Quest Pro brings to the table. And we call it “magic room”. It lets you meet in mixed reality and share the same space. You can use a whiteboard, and bring in 3D objects. Everyone is present and has the same tools, whether they’re in full VR or in mixed reality. We think that this will help hybrid teams collaborate and we’re hoping to ship this next year,” said Mark Zuckerberg, Meta founder, in his video presentation.

Upgrade Your Worker’s Skills With VR Training Courses

To improve the workers’ efficiency and safety, every enterprise provides instructions and training. And some companies successfully apply AR/VR, which is already proven to be efficient for these means. So, after the XR training, learners are capable to acquire 70% of the necessary skills

Here are some types of extended reality training:

  • Real workplace simulations, where people can train their safety skills. For example, Roundtable Learning developed a virtual training for café staff. A user in a VR headset learns how to handle a client, who turned out to be a robber. Using a CGI character, this program recreates a more realistic robbery experience.

         According to Roundtable Learning director Patrick Manglano, there are five biggest advantages virtual reality can offer to soft skill training: 

  1. VR emotionally triggers learners during training.
  2. In virtual reality, learners get their new skills four times faster.
  3. VR training can be applied in combination with other types of training.
  4. VR can delete obstacles in remote workers’ communication.
  5. Virtual training is consistent and excludes the difference between nominal training settings and actual work.

  • VR training to improve work with equipment. BMW developed virtual workplaces for car factory workers. In this VR simulation, they can learn how to preassemble the cockpit before its installation in the vehicle.

Virtual reality technology has enabled us to set up cockpit preassembly workstations quickly and efficiently. Time-consuming trial installations that replicate the workstation in its actual dimensions were no longer needed. We were more transparent, more flexible and faster overall,” said Matthias Schindler, responsible for Virtual Planning and Implementation in Production at the BMW Group.

  • 360о videos for soft skill training. Warp VR developed its own 360о training for  British Telecom retail staff. The primary purpose of the training is learning and assimilation of communication skills with customers. Notably, in this video, a VR headset user can learn how to handle a client who asked for a refund. 

“By playing this interactive Virtual Reality training, the retail staff is more confident in interacting with customers. They are taught how to tackle customer questions which translates to improved customer satisfaction and sales,” said the narrator in the video. “This VR solution enables British Telecom to train not only more often, but also at those moments that work best for the stores. Staff can be trained before the store opens, in off-peak hours, or after it closes”.

 

So, we have already found out about how many possibilities extended reality offers to an HR department.  XR provides the possibility to hire new employees more effectively. Moreover, with VR offices, you can create a more comfortable workplace for remote workers. And last, but not least here is an improved and more effective technical and soft skills training. 

Latest Articles

Immersive Storytelling: How XR Turns Audiences from Viewers into Participants
June 8, 2026
Immersive Storytelling: How XR Turns Audiences from Viewers into Participants

Immersive storytelling has moved from experimental format to a working tool used by humanitarian agencies, museums, newsrooms, and brands. The UN commissions 360° productions to communicate field realities. Agog is funding up to $1 million in 2026 grants for immersive climate work. Museums build location-based AR around their collections. Brands replace banner-grade content with VR experiences their audiences actually remember. What unites these use cases is a shift in what audiences expect from a story. Watching is no longer enough. People want to step into the scene, choose where to look, and feel that their presence shapes what happens next. The market reflects this shift. Fortune Business Insights projects the immersive marketing segment alone to grow from $11.66 billion in 2026 to $89.45 billion by 2034, at a CAGR of around 29%. In this article, we look at what immersive storytelling actually means in 2026, the formats producing the strongest results today, why presence works the way it does on a cognitive level, and where the medium is creating the most measurable impact across sectors. What is immersive storytelling? Immersive storytelling is a narrative method built on VR, AR, MR, 360° video, spatial audio, and interactivity. What makes it a distinct medium is the sense of being inside a story rather than watching it from outside. This changes the relationship between content and viewer in three concrete ways. Linear video becomes a 360° scene. Traditional film frames the shot for the audience: the director decides what is in view and what is cut out. In a 360° production, that frame disappears. The viewer chooses where to look, and different details emerge depending on where their attention goes. The same scene can carry multiple parallel observations, and two people watching the same piece may come away with different impressions of what mattered. Text and photography become interactive environments. A written article describes a place; a photo captures a moment of it. Both keep the audience on the outside. Interactive VR and AR let the audience step into the environment, examine objects up close, and in many cases trigger responses through their own actions. Passive consumption becomes an embodied experience. Watching content engages mostly the eyes and ears. Immersive formats add spatial awareness, proprioception, and a sense of physical location. The brain registers the experience closer to how it registers being somewhere in the real world, which is why retention and emotional response measure differently in immersive media than in flat content. How far the experience goes in any of these directions depends on the creative approach. Why it works: The science of presence and empathy When immersive storytelling produces results, it does so through specific mechanisms. The effect it has on audiences has been documented in peer-reviewed research and confirmed by neuroscience. A peer-reviewed study on immersive storytelling and presence found that delivering a story via 360° video on a head-mounted display produces stronger self-location and copresence than the desktop or text version of the same piece. Self-location is the feeling of being physically inside the scene; copresence is the sense of being there with other people. Both have a direct effect on how audiences respond emotionally. Copresence boosts cognitive empathy—the ability to understand what someone else is going through. Self-location and copresence together drive affective empathy—the capacity to share in those feelings. The format is changing what the audience is neurologically equipped to feel. Neuroscience confirms the difference at the signal level. EEG studies comparing VR with television viewing have documented greater mu rhythm suppression during VR sessions—a neural signature long associated with empathic response and mirror neuron activity. The brain registers immersive content differently from flat content. It shows up on EEG equipment, independently of what the audience reports feeling. These findings explain why immersive storytelling is being adopted in fields where emotional connection and behavioral change actually matter: humanitarian communication, climate advocacy, public health, education. But the effect is not automatic. Presence on its own is just immersion. Real emotional and behavioral impact comes from the combination of presence, intentional narrative design, and ethical representation of the subject. Without the second and third, the first is a novelty. Core formats There are five core formats producing immersive storytelling today. They differ in how they are built, how they reach the audience, and what kind of story they can carry. The choice between them is usually the first practical decision in any project. 360° video is the lowest barrier to entry. It is filmed, not built, using specialized cameras that capture the full surrounding scene, which the viewer then explores by turning their head. Production logic is closer to documentary filmmaking than to game development, which makes it accessible to teams already working in video. It is the strongest fit for documentary, fundraising, brand stories, and any project where the goal is to transport the audience into a real place. It is also the most common entry point for organizations producing their first immersive piece. Interactive VR experiences are fully built in engines like Unity or Unreal. Unlike 360° video, the environment is constructed rather than filmed, which means the audience can move through it, interact with objects, and trigger branching narratives. VR development is closer to game development than to film, with longer timelines and higher budgets, but the payoff is depth: the audience can spend hours inside a well-built VR experience and keep finding new layers. This format is the strongest fit for education, simulation, and brand experiences where engagement time matters more than reach. AR experiences anchor digital content to physical locations or objects, delivered through smartphones or smart glasses. The audience stays in the real world and sees a layer of story added on top of it. This makes AR and MR development especially valuable when the physical context is part of the message: a museum exhibit that comes alive when viewed through a phone, a historical site that reconstructs itself on screen, a product that reveals its inner workings when scanned. AR works…

From Pain Relief to Rehabilitation: A Portrait of VR Therapeutics in 2026
May 27, 2026
From Pain Relief to Rehabilitation: A Portrait of VR Therapeutics in 2026

VR therapeutics is becoming a real category of reimbursable medicine. It now has FDA authorization pathways, dedicated billing codes, and growing support from commercial insurers. This shift didn’t happen overnight. It has built up over several years through a series of regulatory, clinical, and commercial milestones that together make 2026 a turning point for the industry. The market is starting to reflect that. Estimates vary by methodology, but SNS Insider projects the broader VR healthcare market to grow from $4.27B in 2024 to $46.4B by 2032 (a 33% CAGR). VR telerehabilitation alone is projected to grow from $1.2B in 2026 to $2.67B by 2030, a 22% CAGR that captures the segment this article focuses on. Three moments tell the story of how we got here. 2021: The first prescription VR therapy gets FDA cleared. AppliedVR’s RelieVRx became the first VR product authorized as a prescription medical device in the US. 2023: Medicare opens the reimbursement door. Centers for Medicare and Medicaid Services created the first VR-specific billing code, placing prescription VR into the Durable Medical Equipment category. The practical effect: doctors gained a way to prescribe VR therapy, and insurers gained a code to pay against. 2025: Commercial insurers begin following Medicare’s lead. In September, Cigna became one of the first major commercial payers to cover FDA-approved digital therapeutics. In this article, we’ll walk through six therapeutic domains where that infrastructure is taking shape. Each has its own clinical logic, its own leading players, and its own path to scale.  Market architecture Before we walk through the six therapeutic domains, it’s worth understanding the shape of the market they sit inside: what’s growing, where the money is concentrated, and what changed structurally between 2023 and 2025 to make any of this viable. Where therapy and rehab sits inside VR healthcare VR healthcare as a whole spans everything from surgical training simulators to anatomical education tools. But within that broader market, VR therapeutics and rehabilitation is the fastest-growing application segment, and it’s also where regulatory and reimbursement infrastructure is forming most actively. Inside therapy-and-rehab itself, two sub-segments are consistently identified by independent market research as the fastest-growing: pain management and mental health therapy. Both have something the other categories don’t yet: FDA-cleared products in the market, peer-reviewed efficacy data, and at least nascent reimbursement pathways. Geographically, the market is concentrated in two regions for very different reasons. North America is leading adoption mainly because the FDA has started approving prescription VR therapies, and dedicated billing codes now allow healthcare providers to get reimbursed for using them. Europe is catching up via different infrastructure, particularly Germany’s DiGA framework, which provides a parallel route to physician prescription and statutory health insurance coverage. France’s PECAN and the UK’s DTAC are developing in a similar direction. The pattern is clear: once regulators create a formal pathway, companies and investment tend to follow. What the hardware cycle unlocked The clinical use cases for VR therapy didn’t really change between 2020 and 2025. What changed is that the hardware finally became viable for the business models the clinical work demanded. Consumer-grade standalone headsets brought the price floor down to where at-home prescription models work. Meta Quest 3, Meta Quest 3S, and Pico 4 helped bring standalone VR headsets to more affordable consumer price levels—an important step for prescription VR therapies that patients are expected to use at home. RelieVRx, for example, is a self-administered program delivered to patients in their living rooms; that model is described in detail in MDIC’s case study of the product. Major headset manufacturers are doubling down on healthcare partnerships rather than building healthcare-specific hardware. A useful signal here is HTC VIVE’s April 2025 expansion with Mynd Immersive, Select Rehabilitation, and AT&T into more than 150 US senior living communities—the largest deployment of immersive therapeutics into senior care to date. The interesting strategic detail isn’t the size of the rollout but its structure: a hardware OEM (HTC), a content/care platform (Mynd), a clinical services partner (Select Rehab), and a connectivity provider (AT&T). That’s the four-party stack that scaled clinical VR is going to require, and partnerships like this one are essentially templates that the rest of the industry will be copying. Body: pain & physical rehab 1. Pain management Pain is the single largest unmet need in clinical medicine. In the United States alone, roughly 50 million adults live with chronic pain, and the toolkit physicians have to treat it is uncomfortably narrow: opioids carry addiction risk, non-opioid pharmaceuticals are inconsistently effective, and behavioral therapies are scarce and slow. Procedural pain is its own category, often managed with anesthesia or sedation, which adds cost, risk, and recovery time. This is the gap VR fills. The clinical evidence for VR as a pain intervention rests on two well-documented neurological mechanisms. The first is gate control theory: pain signals traveling up the spinal cord compete with other sensory inputs for processing capacity, and immersive visual and auditory stimulation can effectively crowd them out before they reach the brain as pain. The second is cognitive load: a fully immersive VR experience occupies enough of that capacity to leave less available for processing pain as pain. Together, these mechanisms make VR more than just a distraction. They turn it into a real neurological intervention, which helps explain why VR can reduce pain in clinical settings where simpler distractions like music or conversation often cannot. There are two distinct applications emerging from this. The first is procedural pain, where Medtronic provides the clearest commercial example. Medtronic’s VR solution makes office hysteroscopy more comfortable by immersing the patient in a virtual environment during the procedure. According to Medtronic, the immersive sedation-analgesia content reduces patient anxiety and decreases pain-related brain activity. The second application is chronic pain. RelieVRx, which we talked about above, is a shining example, receiving Breakthrough Device Designation and De Novo authorization specifically for chronic lower back pain. A regulatory pathway the AppliedVR team has documented in detail in the peer-reviewed literature. The clinical data behind…

How Extended Reality Is Reshaping Modern Marketing
March 31, 2026
How Extended Reality Is Reshaping Modern Marketing

The global extended reality market (including VR, AR and MR) is expected to reach $84.86 billion by 2029, growing at an estimated annual rate of 28%. But the bigger point isn’t just that the market is expanding, it’s that XR is already proving its value in the places marketers care about most: engagement, conversion, and customer confidence. In ecommerce, interacting with products via AR leads to a 94% higher conversion rate compared to products without AR. That makes sense: when people can better understand what they’re buying, they’re more likely to move forward and less likely to regret the purchase later.  XR also gives brands something that’s getting harder to win online: attention. VR campaigns generate about 46% higher engagement than traditional digital campaigns. People who interact with AR content spend around 2.7 times longer on product pages.  XR is now showing up in real results. That is why marketing is moving beyond static content toward immersive experiences. In the following sections, we will share how these technologies can be applied to marketing strategies and explore what the future of immersive experiences might look like. How XR is transforming modern marketing: 4 use cases that prove it works With XR, businesses can turn traditional campaigns into fully immersive experiences, where customers can explore products, interact with brands, and connect with content in memorable ways. Its value goes far beyond visual appeal, directly impacting the business growth and customer journey itself. And while this may not be immediately obvious, XR can also save significant resources, reducing the need for physical prototypes, showrooms, or large-scale events, making marketing more efficient. This is why more businesses are integrating immersive technologies into their marketing strategies, even despite certain challenges, such as development and VR hardware costs, as well as complex technology integration. Below, we highlight several successful use cases of immersive technologies in marketing. Virtual try-ons One of the most persistent barriers to online purchasing is uncertainty. Will these glasses suit my face shape? Will this sofa fit in my living room? Will this shade of lipstick actually complement my skin tone? These are questions that traditionally required a physical store visit. Virtual try-on eliminates that leap entirely. The technology behind this falls into a few distinct forms. The most accessible is smartphone-based AR. Customers point their phone at themselves or their surroundings, and the app overlays a true-to-scale digital product in real time. A striking example is the FindYourGlasses app developed by Qualium Systems. A step further are dedicated AR headsets and glasses, which immerse the customer in a mixed-reality environment where products can be explored in even greater depth and spatial accuracy.  These technologies help customers understand what they are buying before making a purchase, enabling them to make decisions based on accurate, personalized visualization rather than guesswork. Real-world example: IKEA Place AR App IKEA Place AR app lets shoppers visualize furniture in their own physical spaces before buying. Customers simply point their phone camera at a room, select a piece of furniture, and see it rendered in realistic scale within their actual environment. This removes the biggest friction point in furniture shopping: not knowing whether a sofa or shelf will actually fit or match the existing interior design. Results: After launch, the app was downloaded millions of times and became one of the most widely adopted retail AR experiences globally. IKEA reported increased customer engagement and reduced returns because customers could see how items fit before purchase. The company reported also that customers who use the IKEA Place app are 11% more likely to complete a purchase compared to those who do not use the app. Virtual showrooms & Tours Some purchases simply feel too significant to make without experiencing the space or context first. Traditionally, that meant showing up in person. Virtual showrooms and immersive tours remove that requirement. The technology here ranges from 360° web-based tours (viewable in any browser without additional hardware) to fully immersive VR experiences delivered through headsets. Visitors can walk through a branded space, interact with products, and access information on demand, without leaving their couch or office. Automotive brands use virtual showrooms to let buyers explore vehicle interiors, switch trims and colors, and get a feel for the cabin before visiting a dealership. Real estate platforms offer immersive property walkthroughs that let buyers shortlist homes remotely. Hotels and resorts use virtual tours to sell the experience upfront.  The value is especially pronounced in the machinery and heavy equipment sector, where physically demonstrating a product has always been costly: shipping industrial equipment to trade shows, organizing on-site demos, and flying prospects to manufacturing facilities all consume significant budgets. VR removes that overhead entirely: a potential buyer can step inside a virtual factory floor, operate a machine in a simulated environment, and evaluate complex equipment in full detail. Real-world example: Virtual showroom for MAKEEN Energy industrial equipment MAKEEN Energy, a global corporation delivering industrial gas solutions and heavy infrastructure equipment, built a true-to-scale virtual showroom. Using 3D models of their equipment in a virtual environment, they were able to pack their sprawling machinery into a portable VR headset and bring it to any trade fair.  Results: By no longer shipping heavy equipment around the world and reducing travel with virtual product demonstrations, MAKEEN Energy was able to cut logistics costs significantly. The virtual showroom also accelerated complex, multi-stakeholder sales by giving engineers, technicians, and purchase managers across different countries a shared, detailed view of the product. What began as a trade fair tool evolved into a company-wide asset for sales, training, and communications. For industrial businesses looking to adopt XR, Qualium Systems serves as a trusted technology partner, delivering VR and Web3D solutions that simplify the presentation of complex equipment, enhance product understanding, and support more effective digital engagement. Immersive brand storytelling XR gives brands the ability to place customers at the center of a narrative, transforming passive content consumption into a first-person experience that is far harder to forget. A VR film or AR…



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