VeleStudio

Service · Geospatial experiences

AR, VR and mixed reality for museums, archaeological sites and historic cities

VeleStudio creates AR, VR and mixed-reality experiences for museums, archaeological sites and historic cities using Unity, photogrammetry and geospatial anchors.

What it is

Cultural heritage XR uses augmented, virtual and mixed reality, together with interactive installations, to interpret museums, archaeological sites, archives and historic cities for visitors and researchers. Typical forms are a reconstruction of a ruin seen while standing in it, a mixed-reality guide that recognises the object a visitor is looking at, a virtual visit to a place that is closed or fragile, or a city layer that reveals what stood on a street a century ago.

Heritage work has its own constraints. Content must be accurate and sourced, uncertainty must be visible rather than smoothed over, nothing can be fixed to a protected surface, and visitors range from schoolchildren to specialists speaking several languages. VeleStudio works alongside curators, archaeologists and conservators from the first concept so that these constraints shape the design rather than compromise it late.

Many heritage projects are funded through public and European programmes with requirements for accessibility, open formats and sustainability beyond the project period. We design content pipelines that curators can maintain, use open 3D formats where possible, and document everything so the experience outlives the grant and the studio's involvement.

What problems it solves

  1. 01

    Sites that are hard to read

    A field of foundations or a half-standing wall means little to most visitors. On-site AR or a mixed-reality reconstruction shows the building at full scale from where they stand, with the period and the evidence made explicit.

  2. 02

    Objects separated from their context

    Museum artefacts are shown far from where they were found or used. Object-anchored interpretation reconnects them to the site, the people and the other objects they belonged with.

  3. 03

    Audiences the institution cannot reach

    People who cannot travel, cannot climb, cannot see well or do not speak the local language. Virtual visits, multilingual guides and accessible interaction design widen who can take part.

  4. 04

    Digital projects that die with the grant

    Apps built for a single funding period stop working when platforms change and nobody can update them. We build with maintainable content, open formats and a realistic plan for who keeps it alive.

Who it is for

  • Museums, galleries and collections of all sizes
  • Archaeological parks, monuments and managed historic sites
  • Archives, libraries and research institutes working with historical sources
  • Municipalities and regions interpreting historic centres and landscapes
  • Universities and European consortia working in digital heritage

Example applications

On-site reconstructions
Buildings, interiors and landscapes reconstructed in AR at their original location, with layers for different periods and visible markers of what is hypothesis.
Mixed-reality museum guides
Headset or phone guides that recognise objects in the gallery and present interpretation, media and connections without screens on the walls.
Virtual access to fragile or closed places
VR visits to caves, tombs, closed floors or storerooms, captured by photogrammetry and scanning, for visitors and for researchers.
Historic city layers
Geospatial AR across a historic centre showing lost buildings, past events and archival imagery at the places they belong to.
Interactive gallery installations
Tangible and projected exhibits that let visitors handle replicas, explore 3D models of artefacts or see conservation data in context.

How we approach Cultural Heritage XR projects

  1. 01

    Research and curatorial brief

    We work with curators and archaeologists to define what the experience should communicate, which sources support it and where interpretation is uncertain.

  2. 02

    Capture

    Photogrammetry, 3D scanning and archival digitisation of the objects, rooms or sites involved, planned around conservation and access constraints.

  3. 03

    Experience design

    Medium (AR, VR, mixed reality, installation), narrative structure, languages, accessibility requirements and how visitors move between physical and digital content.

  4. 04

    Prototype on site

    An early build tested in the actual gallery or at the actual site, with staff and a small group of visitors, before content production scales up.

  5. 05

    Content pipeline and production

    Tools and formats that let the institution add, correct and translate content, then full production of 3D assets, text, audio and media.

  6. 06

    Launch, training and sustainability plan

    Deployment, staff training, documentation, and an agreed plan for hosting, updates and device replacement over the coming years.

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 smartphone held up on a city street showing an augmented reality layer over the buildings

01AR, Geospatial·Studio prototype, 2026

City Layer: a geospatial AR prototype for historic streets

A self-initiated prototype that anchors reconstructed facades, period photographs and narrated stops along a route in a historic Italian city centre.

  • Unity
  • C#
  • AR Foundation
  • ARCore Geospatial API
A visitor trying a VR headset inside a colourful museum exhibition

02Mixed Reality, Cultural Heritage·Studio prototype, 2026

Object Stories: a mixed reality guide prototype for museum collections

A Quest 3 passthrough prototype that recognises museum objects and anchors stories, exploded views and provenance to each one, tested in the studio with replicas.

  • Unity
  • C#
  • Meta Quest SDK
  • OpenXR
A woman wearing a spatial computing headset, gesturing with her hands

03AI, 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

XR · 5 min read

AR vs VR vs Mixed Reality: what is the difference?

AR overlays content on the real world, VR replaces it, and mixed reality lets virtual and real objects interact. A practical guide to choosing between them.

Profile of a man wearing a VR headset
Geospatial · 6 min read

How does geospatial AR work?

Geospatial AR fuses GPS, motion sensors and visual positioning against a map of real streets to place content at exact coordinates. Each step explained.

A hand holding a tablet with a GPS map while walking outdoors
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

FAQ

Questions about Cultural Heritage XR

01Can you work with museums and cultural institutions?
Yes. Cultural heritage is a core area of VeleStudio's work. We are used to working with curators, conservators, archaeologists and education departments, to institutional procurement and funding timelines, and to the requirement that everything shown is sourced and defensible.
02How do you handle historical accuracy and uncertainty?
Every reconstruction is based on sources agreed with the institution's specialists, and we make the degree of certainty visible in the experience, for example by rendering hypothetical elements differently or offering alternative reconstructions. We would rather show less with confidence than more with invented detail.
03AR, VR or an installation: which is right for a heritage site?
It depends on where the visitor is and what they need to see. AR suits standing on the site itself; VR suits places that are closed, fragile or distant; mixed-reality headsets suit guided tours in galleries; installations suit shared experiences with no personal device. Many projects combine two, and we help choose based on the site, the audience and the budget for devices and staff.
04Can the experience be multilingual and accessible?
Yes. We design multilingual content from the start rather than translating at the end, and we address accessibility through audio description, captions, seated and wheelchair-friendly interaction, adjustable text and alternatives to headset use. Public funding programmes increasingly require this, and it widens the audience in any case.
05Can our curators update the content themselves?
That is how we prefer to build. Text, media, translations and points of interest live in a content system the institution controls, with a simple editing interface, so that corrections and new research can be added without a developer. Structural changes to the experience still need technical work.
06Do you work on EU-funded and publicly funded heritage projects?
Yes. VeleStudio works as a technical and design partner in projects funded through European, national and regional programmes, and we are familiar with their expectations around open formats, accessibility, documentation and sustainability after the funding period. We can contribute to proposals as a partner where the scope fits.

Next step

Interpreting a site, a collection or a historic city?

Tell us about the place, the sources and the visitors you want to reach. We will suggest the right medium and a plan that your institution can sustain.

Prefer email? mrerfansol@gmail.com

Request a call