Corporate VR training: immersive simulations and learning

Custom corporate VR training. In the VR Training project: 3 modes — learning, practice and advanced — with times, errors and scores recorded. We design simulations for procedures and safety with agreed assessment criteria.

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CORPORATE TRAINING IN VR

Immersive training for procedures, safety and operational scenarios.

Corporate VR training lets people practise procedures and decisions within an interactive 3D scenario. Loto Studios develops custom applications: environments, tools, assistance levels and assessment are designed around the tasks to learn, rather than a catalogue of standard courses.

In the real VR Training project we developed 3 modes: learning, practice and advanced, with 3 session measures: times, errors and scores. These are documented project features, to be defined for each new application. For other scenarios, explore our Virtual Reality service.

WHEN IT IS USEFUL

When learning by doing is needed

Technical procedures, maintenance, safety, tool selection, operational sequences and scenarios that are difficult to reproduce physically.

WHEN THERE IS NO NEED TO COMPLICATE THINGS

When transferring linear knowledge is enough

If the content is mainly theoretical and does not require presence, space or action, video, e-learning or traditional training may be more efficient.

VR technical training simulation with an operator in front of a virtual electrical panel.
Real example: VR TrainingAn immersive scenario developed to simulate technical operations in a controlled environment.

WHAT THE TRAINING CAN INCLUDE

From scenario to training session.

Functions depend on the process to be simulated. We do not sell a generic “VR package”: we define what users need to see, do and verify.

ALL VIRTUAL REALITY →
01

Operational procedures

Guided or independent sequences to practise steps, action order and correct tool use.

02

Safety and emergencies

Scenarios in which errors, access or real conditions would make a physical trial expensive, complex or risky.

03

Technical training

Interaction with virtualised machines, components and environments when the skill requires spatial understanding.

04

Progressive modes

The real VR Training project implemented teaching, practice and advanced modes with different levels of support.

05

Quizzes and feedback

When included in the project, quizzes, guidance and checks can be integrated directly into the scenario.

06

Session data

The VR Training case study collects times, errors and scores to analyse session performance.

Real procedureLearning objectivesPhotos and videosCAD / 3D assetsHardware constraintsUsers and usage context

REAL DEMO

Training built around concrete technical operations.

The project documented in our portfolio shows a VR environment for technical and maintenance activities, with tools, procedures, progressive modes and session assessment. The video demonstrates the work; it is not a stock demo.

VIEW THE CASE STUDY →

PROCESS

The procedure first, then the headset.

Training quality depends on process fidelity and a clear objective, rather than the number of immersive effects.

REQUEST AN ASSESSMENT →
01

Objective

We define skills, users and the expected session outcome.

02

Procedure gathering

We study steps, tools, materials and constraints of the real context.

03

Scenario and interactions

We design the environment, objects, feedback and required level of guidance.

04

Device testing

We check usability, readability, comfort and correct flow.

05

Delivery and iteration

We prepare the experience for its intended use and plan possible developments.

PRICE INDICATION

Quoted for your project

YOUR QUOTE

Scope, complexity, supplied assets, outputs and revisions are reviewed before confirming the quote.

REAL PROJECT

VR Training: from real maintenance to immersive simulation.

The VR Training project documents three modes: teaching with dynamic quizzes, practice with infographics and advanced training without assistance. The tool records three session metrics: times, errors and scores. These are implemented features, not effectiveness percentages: the public case study does not report measured savings or learning improvements.

OPEN THE PROJECT →
VR training with selection of insulated tools and protective equipment.

TOOLS AND PREPARATION

Interactions consistent with the procedure

Users select the equipment and devices needed before entering the operational scenario.

EXPLORE THE PROJECT →
VR training simulation with interaction on a valve and technical plant.

OPERATIONAL SCENARIO

Actions within a controlled environment

The training allows users to tackle technical steps and maintenance sequences without exposing them to the real risk.

VIEW THE CASE STUDY →
An interactive quiz within a virtual reality training experience.

ASSESSMENT

Support, practice and evaluation

The project integrates quizzes and modes with different assistance levels, up to the advanced test without help.

LEARN MORE →

COSTS AND PLANNING

How much does corporate VR training cost, and how long does development take?

The project and quote are defined after reviewing the procedure, materials and intended use. The number of scenarios, interactions, devices and integrations determines the investment; the schedule and activities are agreed after the brief.

01 · COSTS

What determines the investment

The number and complexity of scenarios, 3D reconstruction, interactions, training modes, testing and deployment affect the work. Reusable assets can reduce reconstruction tasks; compatibility and quality must be checked.

02 · TIMELINE

From brief to headset testing

The schedule includes gathering the procedure, storyboarding, an interactive prototype, review with the training lead and testing on the device. Missing assets, changes to the procedure and integrations can affect planning. Dates are agreed for a defined scope, not guaranteed before the brief.

03 · SCOPE

What to clarify in the quote

Specify users, available headsets, scenarios and assessment criteria. Hardware, licences, integrations, onboarding and support must be listed explicitly: they are not all automatically included in simulation development.

ITALIAN REGULATORY CONTEXT

VR training and safety: the Italian State–Regions Agreement

For projects subject to Italian workplace safety training rules, the reference is the State–Regions Agreement of 17 April 2025, no. 59/CSR. Part IV, section 2.4 includes VR and AR among active teaching methods; it specifies that they do not replace the practical component of the courses identified in points 7 and 8.

A VR application does not automatically make a course compliant or independently confer a qualification. For mandatory training, the training provider must check course requirements, permitted delivery methods, assessments and required practical activities. Loto Studios develops the tool and scenario; their role within the training programme must be defined before production. This section concerns Italian rules, not a statement of compliance in other countries.

Read the official Italian agreement · part IV, document pp. 94–95

FAQ

Questions about corporate training in VR.

Useful decisions before turning a procedure into an immersive experience.

How much does a VR training project cost?+

The cost depends on the number of scenarios, 3D assets, interactions, devices and integrations. The quote is defined after the brief; hardware and additional services must be specified separately.

How long does it take to develop VR training?+

It depends on scenarios, materials, interactions and testing. The schedule is agreed after the brief and includes a prototype and review with the training lead. We do not state a standard duration before understanding the procedure and devices.

Which headsets are needed for VR training?+

An immersive experience requires a VR headset. We assess standalone or computer-connected devices according to graphics, mobility, interactions and station management. The compatible model and requirements are defined in the project and tested on the selected device.

How is learning assessed in VR training?+

In the VR Training case study, times, errors and scores are recorded. The assessment model is defined according to the scenario.

Does VR replace mandatory workplace safety training?+

Not automatically. Under Italy’s State–Regions Agreement of 17 April 2025, VR and AR are active teaching methods but cannot replace the practical component of the courses in points 7 and 8. The training provider must check the requirements applicable to the programme.

LET’S TALK ABOUT YOUR PROJECT

Do you have a procedure that is difficult to train today?

Describe who needs to learn, which actions they need to perform and in what context. We assess whether VR is the right choice and which materials are needed to build the training.

AN INITIAL DISCUSSION

Scenario, users and devices.

We start with the activity to simulate, the available materials and the intended headsets. Together, we define content, interactions and validation steps.

REQUEST AN INITIAL DISCUSSION

Tell us about the experience to develop.

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