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Ten Digitals. Digital Growth, Technology & Innovation Agency.
Immersive Technology

Make it something people can step into.

AR, VR, real-time 3D and spatial experiences, built to do a job: explain a product that is hard to photograph, let people visit a place they cannot reach, or rehearse something that is expensive to get wrong.

We will say so when a flat screen would do the job better.

Immersive needs a reason

Immersive earns its cost when a flat screen cannot do the job.

A product too complex to photograph. A site nobody can visit. A procedure too expensive to rehearse for real. Those are the cases where AR, VR and 3D pay for themselves, and the first thing discovery does is test whether yours is one of them.

What we do

Capabilities, grouped the way the work actually connects.

Augmented Reality

Put the product in the room before anyone commits to buying it.

  • Web AR
  • Product preview and try-on
  • AR campaigns
  • Print and packaging triggers

Virtual Reality & Simulation

Rehearse the expensive thing somewhere it costs nothing to get wrong.

  • VR training
  • Process simulation
  • Virtual showrooms
  • Headset and desktop delivery

3D & WebGL Experiences

Real-time 3D that runs in a browser, with nothing to install.

  • Real-time 3D
  • WebGL and WebGPU
  • Product configurators
  • Interactive visualisation

Virtual Tours & Digital Twins

Let people walk the space, or watch the asset, without being there.

  • 360 tours
  • Spatial capture
  • Digital twins
  • Live data overlays

Immersive Installations

Physical space with a digital layer, for events, exhibitions and activations.

  • Interactive installations
  • Projection and LED content
  • Exhibition experiences
  • Immersive digital layers

Emerging Technology & Prototypes

Test a new technology at small scale, before it becomes a budget line.

  • Spatial computing
  • Emerging-tech prototypes
  • Feasibility studies
  • Proof of concept
How an immersive build works

Prove it at low fidelity first.

  1. Use case

  2. Feasibility

  3. Prototype

  4. Content

  5. Build

  6. Test

  7. Deploy

  8. Measure

Test comes before Deploy for a reason. Immersive work fails on comfort, orientation and device support far more often than it fails on graphics.

Immersive process

From the use case to something people can use.

  1. Qualify the use case

    Establish what immersive does here that a page, a video or a photograph could not.

  2. Feasibility and devices

    Decide where it runs: browser, headset, phone or installation, and what that rules in and out.

  3. Prototype

    A rough, playable version early, because immersive cannot be judged from a flat mockup.

  4. Content and assets

    Model, capture or optimise the 3D, with a performance budget agreed up front.

  5. Build and integrate

    Develop the experience and connect the data, commerce or booking behind it.

  6. Comfort and accessibility testing

    Test on real devices with real people, including a route through for anyone who cannot use the immersive version.

  7. Launch and measure

    Ship it, then measure engagement and the business outcome it was built for.

What we hold to

The rules that keep immersive useful.

  • The use case justifies the technology, never the other way round.
  • A performance budget is agreed before the first asset is modelled.
  • Comfort is a requirement, not a preference.
  • There is always a non-immersive route to the same information.
  • If a photograph would work better, we will tell you.
Why Ten Digitals

One integrated partner. Multiple capabilities. One connected growth system.

You should not have to coordinate a different specialist vendor for every part of one business problem. We connect strategy, creative, technology, AI, automation, immersive and innovation around the outcome.

Selected work

See the system in action.

Case studies appear here once client approval and evidence are recorded.

Questions

Before the first conversation.

Usually neither. Most of what we build runs in a browser on a phone or laptop, which is what makes it reachable. Headsets come in for training and simulation, where the whole point is to block out the room.

Discovery tests it. If the same job can be done by a good photograph, a short video or a clearer page, that is the recommendation you will get, and it will cost you a conversation rather than a project.

Yes. We model, capture or optimise what is needed, and we can work from CAD, product photography or a scan of the real space.

It has to. Every build ships with a route to the same information that does not depend on motion, a headset or a high-end device.

Yes, and it usually should. A configurator that cannot add to a basket is a demonstration rather than a sales tool.

Ready to move forward?

Let us build the right system for the next stage of your business.

Start with the challenge, the opportunity or the idea. We will use the discovery conversation to determine the right scope.

A discovery conversation is required before any proposal or scope.