VeleStudio

Service · AI + XR

Language models, computer vision and speech integrated into XR experiences

VeleStudio integrates language models, computer vision, speech and generative AI into Unity XR experiences, grounded in curated content, low-latency and privacy-aware.

What it is

AI + XR means placing artificial intelligence (language models, computer vision, speech recognition and synthesis, generative systems) inside spatial experiences so that they can perceive the world, understand people and respond in context. A conversational guide that answers questions about the object in front of the camera, a VR character that reasons about what the player has done, an environment that generates itself around a visitor's interests: each combines a perceiving layer, a reasoning layer and a spatial presentation layer.

The engineering challenge is that XR is real-time and embodied while most AI services are slow, remote and text-based. VeleStudio designs the architecture that reconciles them: what runs on the device (tracking, lightweight vision, wake words), what runs in the cloud (large models, retrieval), how latency is hidden by interaction design, and how the system degrades when the network or the model fails.

We are also careful about what these systems are allowed to say. For guides and agents we ground answers in curated content supplied by the client, constrain the model to that material and make it clear when it does not know. VeleStudio builds AI + XR experiences for cultural institutions, product teams, education and research, and we are candid about what the technology cannot yet do well.

What problems it solves

  1. 01

    Guides that only know their script

    Pre-recorded audio guides cannot answer the question a visitor actually has. A grounded conversational agent answers from the institution's own material and refers to what the person is looking at.

  2. 02

    Virtual worlds that feel scripted

    Characters with fixed dialogue trees and environments that never change wear out quickly. Language models and generative systems let narratives adapt to what people do, within boundaries the author sets.

  3. 03

    Models that make things up

    A general-purpose language model will invent dates, names and facts with confidence. We use retrieval over approved content, strict instructions, answer checking and refusal paths so that the experience stays trustworthy.

  4. 04

    Latency that breaks presence

    A three-second pause after a question kills the illusion of a conversation. We combine on-device models, streamed responses, speech synthesis that starts before the answer is complete, and interaction design that makes waiting natural.

Who it is for

  • Museums, heritage sites and cultural institutions
  • Product teams building XR, wearable and spatial-computing applications
  • Education providers and training organisations
  • Research groups studying intelligent agents, conversation or embodied AI
  • Agencies and studios adding intelligence to immersive productions

Example applications

Conversational guides that see
A phone or headset agent that recognises the object or place in view, answers spoken questions from curated content and switches language on request.
Intelligent characters in VR
Non-player characters that hold open-ended conversations, remember what the player did and stay in role, for training, education and narrative experiences.
Adaptive narratives
Stories whose pacing, detail and emphasis change with the visitor's interests and behaviour, generated within authored constraints.
Generative environments and installations
Spaces where imagery, sound and 3D content are generated live in response to the people present or to live data.
Computer vision for context
Recognising artefacts, products, rooms or situations so that content appears without markers or menus.

How we approach AI + XR projects

  1. 01

    Define what the system may and may not do

    Scope, sources of truth, tone, languages and what happens on an out-of-scope question. This becomes the specification both for the model and for evaluation.

  2. 02

    Content and grounding

    We structure the client's existing material (catalogues, scripts, documents) into a knowledge base the model retrieves from, and agree how it will be maintained.

  3. 03

    Architecture

    Which models run where, latency budgets, cost per session, privacy requirements and offline behaviour, chosen per project rather than by default.

  4. 04

    Spatial interaction design

    How the agent is addressed, how it shows what it has recognised, how it speaks, and how waiting and uncertainty are presented.

  5. 05

    Prototype and red-team

    An early build on the real device, tested with real questions, including deliberate attempts to make it hallucinate or leave its role.

  6. 06

    Deployment and monitoring

    Launch with logging of conversations (anonymised as agreed), review of failure cases and periodic updates to content and prompts.

Technology we use

Tools chosen for the experience, not the other way round. The full ecosystem is on the expertise page.

Related work

All work →
A woman wearing a spatial computing headset, gesturing with her hands

01AI, XR·Studio prototype, 2026

Spatial Guide: an AI agent that answers questions about what you are looking at

A headset prototype where a visitor looks at an object, asks a question by voice and gets an answer grounded only in a curated knowledge base, pinned to the object.

  • Unity
  • C#
  • OpenXR
  • Meta Quest SDK

Further reading

AI · 6 min read

How AI is changing immersive experiences (and where it is not)

AI gives XR experiences perception, conversation, adaptation and generated content. Where it adds value, how to architect it, and where it still falls short.

A person wearing a sensor glove controlling a robotic hand
Cultural Heritage · 6 min read

How museums can use AR and XR: a practical guide for cultural heritage

How museums and heritage sites use AR, VR and mixed reality: use cases, phones versus loan devices, curatorial constraints, content pipelines and pilots.

Visitors in a museum gallery with a large sculpture
Spatial Computing · 6 min read

What is spatial computing?

Spatial computing is computing that senses, maps and uses the physical space around a device, so digital content and interaction happen in place.

A woman wearing an Apple Vision Pro headset, raising her hand

FAQ

Questions about AI + XR

01Can you integrate AI into an XR experience?
Yes. VeleStudio integrates language models, computer vision, speech and generative systems into Unity-based AR, VR and mixed-reality applications and into installations. We handle the architecture (device versus cloud), the grounding of answers in your content, and the interaction design that makes the AI usable in a spatial context.
02How do you stop the AI from making things up?
We restrict the model to answering from a curated knowledge base using retrieval, instruct it to decline questions outside that material, and test it adversarially before launch. We also design the interface to show sources or confidence where appropriate. This reduces errors substantially but does not eliminate them, so we agree a review process for logged conversations.
03Does the AI run on the device or in the cloud?
Usually both. Tracking, wake-word detection, lightweight vision and sometimes small language models run on the device for speed and privacy; larger models and retrieval run in the cloud. The split depends on latency targets, connectivity at the venue, the sensitivity of the data and running costs. We make this decision explicitly with you.
04What about visitor privacy?
Cameras and microphones raise legitimate concerns. We process images on the device where possible, avoid storing raw audio or video, anonymise logs and document data flows so the institution can meet its GDPR obligations. For public venues we also design clear signage and opt-in behaviour.
05How much latency is acceptable in a conversational XR experience?
People tolerate roughly a second before a spoken reply starts to feel slow, and much less for visual feedback. We stream responses, begin speech synthesis on the first sentence, acknowledge the question immediately and use interaction design to make the remaining wait feel natural. Realistic targets depend on the model, the network and the device.
06What are the limits of AI in XR today?
Recognition can fail in poor light or on unusual objects, language models can be wrong or verbose, speech recognition struggles with noise and accents, and running large models costs money per session. Good projects are designed around these limits rather than pretending they do not exist, and we will tell you when a simpler non-AI approach would serve better.

Next step

Thinking about adding AI to a spatial experience?

Describe the experience and the content you already have. We will tell you which parts benefit from AI, which do not, and how to keep the system truthful.

Prefer email? mrerfansol@gmail.com

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