VeleStudio

Service · Real-time 3D

Spatial computing applications for visionOS, Quest and enterprise headsets

VeleStudio builds spatial computing applications that sense, map and anchor to real 3D space, on visionOS, Meta Quest and HoloLens-class devices, using Unity and OpenXR.

What it is

Spatial computing is computing in which the machine understands and operates in three-dimensional physical space: it senses the environment with cameras and depth sensors, builds a map of surfaces and objects, anchors digital content to positions in that map, and lets people interact with that content through where they look, point and move. It is the general capability underneath mixed reality, geospatial AR and many robotics and digital-twin systems. A spatial computer knows where it is and what is around it; a conventional computer does not.

In practice the term covers a family of devices and software stacks. Apple Vision Pro and visionOS treat the room as the desktop and apps as volumes within it, while Meta Quest 3 provides scene understanding, passthrough and spatial anchors through its SDK and OpenXR. HoloLens-class enterprise headsets established spatial mapping and hands-free interfaces on industrial sites. Phones with ARKit and ARCore are spatial computers too, and much of the underlying mapping and anchoring technology is shared across all of them.

VeleStudio designs and develops spatial computing applications and the spatial user experience that makes them usable: how information is laid out in a room, how a hand or a glance selects it, how a digital twin lines up with the physical equipment it describes. We work with organisations in industry, culture and research who need software that lives in a place rather than on a screen.

What problems it solves

  1. 01

    Information that lives on a screen when the work happens in a space

    Technicians, curators, surgeons and planners look at a place and then away at a tablet. Spatial computing puts the data at the point in the room it refers to, so the two views become one.

  2. 02

    2D interface habits transplanted into 3D

    Floating windows and menus copied from desktop software are tiring and hard to use with hands and eyes. We design spatial interfaces around reach, gaze, comfort and the physical layout of the room.

  3. 03

    Digital twins nobody can relate to the real thing

    A twin viewed on a monitor is a diagram. Aligned to the physical asset through a headset, it becomes an inspection tool, with live data and history exactly where the component is.

  4. 04

    Content that does not persist or cannot be shared

    Spatial content that forgets its place between sessions, or that only one person can see, undermines most workplace uses. We build on spatial anchors and shared coordinate systems so content stays put and is visible to the whole team.

Who it is for

  • Manufacturers, utilities and facilities operators with physical assets to inspect and maintain
  • Museums, libraries and archives presenting collections in space
  • Architecture, engineering and construction firms working on site
  • Healthcare and medical-education institutions
  • Technology companies and research groups prototyping spatial products

Example applications

Spatial digital twins
Live data, documentation and maintenance history anchored to the real machine, building or installation it describes.
Spatial interfaces for work
Hands-free dashboards, checklists and controls positioned where the task happens, for operators who cannot hold a device.
visionOS applications
Native and Unity PolySpatial apps for Apple Vision Pro that use windows, volumes and immersive spaces appropriately.
Spatial collections and archives
Objects, documents and media from a collection arranged and explored in a room, at scale, alone or in groups.
Spatial prototypes for product teams
Rapid proof-of-concept builds that let a company evaluate a spatial version of its product before committing to a platform.

How we approach Spatial Computing projects

  1. 01

    Spatial problem framing

    Which decisions or tasks actually benefit from being in 3D space, which do not, and what the user is holding, wearing and looking at while they do them.

  2. 02

    Environment and data survey

    The physical space, its lighting and layout, plus the data sources that must be brought into it: building models, sensor feeds, collection databases.

  3. 03

    Spatial UX design

    Placement, scale, reading distance, gaze and hand interaction and comfort over time, designed and tested in the headset rather than on paper.

  4. 04

    Platform and architecture

    visionOS, Quest or enterprise headsets selected on the use case, with a Unity or native architecture that separates spatial logic from device specifics.

  5. 05

    Working prototype in situ

    A build running in the real environment with real or representative data, typically within a few weeks, to validate alignment, legibility and workflow fit.

  6. 06

    Hardening and roll-out

    Persistence, multi-user alignment, security and device management addressed, then staged deployment with training for the people who will use it.

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 visitor trying a VR headset inside a colourful museum exhibition

01Mixed 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

02AI, 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
HCI · 6 min read

What is Human-Computer Interaction (HCI)?

Human-Computer Interaction is the study and design of how people use computing systems. What it covers, how it differs from UX, and why it matters for XR.

A team placing sticky notes on a wall during a research workshop
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
Interaction Design · 6 min read

What is spatial UX? Designing interfaces for spatial computing

Spatial UX is the design of interfaces that live in the 3D space around a user. How it differs from 2D UX, and the principles that keep it comfortable.

A woman wearing a spatial computing headset, smiling and gesturing

FAQ

Questions about Spatial Computing

01What is spatial computing?
Spatial computing is computing that understands and acts in physical 3D space. A spatial computer senses its surroundings, builds a map of them, anchors digital content to real positions and lets people interact through gaze, hands and movement. Apple Vision Pro, Meta Quest 3 and HoloLens-class headsets are the best-known spatial computers, and modern phones have many of the same capabilities.
02Is spatial computing the same as mixed reality or AR?
They overlap but are not identical. Mixed reality and AR describe what the user sees: digital content combined with the real world. Spatial computing describes what the system does: sensing, mapping, anchoring and spatial interaction. Mixed reality is the most visible application of spatial computing; the same capabilities also drive robotics, indoor navigation and digital twins where there may be no headset at all.
03Which platform should we choose for a spatial computing project?
Vision Pro suits high-fidelity, individual, mostly indoor use where display quality and polished interaction matter, and is attractive to organisations already in the Apple ecosystem. Quest 3 is the pragmatic choice for cost, fleet deployment and mixed reality at scale. HoloLens-class devices still serve industrial environments where ruggedness and hands-free operation dominate. VeleStudio typically prototypes on one and keeps the architecture portable through OpenXR and Unity.
04What is spatial UX, and why does it matter?
Spatial UX is the design of interfaces that exist in three-dimensional space rather than on a flat screen: where content sits relative to the body, how far away it is, how hands and eyes select it, and how it stays comfortable over minutes and hours. It matters because most spatial applications fail on these questions rather than on technology. We treat spatial UX as a design discipline with its own testing, and have written about it in our insights.
05Can you connect a spatial application to our existing systems and data?
Yes. Spatial applications are usually a front end for data that already exists: BIM models, asset registers, sensor streams, collection databases or ERP systems. We build the integration layer, typically through APIs and services on Node.js or Firebase, and design how that data is filtered and presented so a headset shows what is relevant rather than everything.
06How long does it take to build a spatial computing application?
A proof of concept running on a headset in your environment with representative data typically takes a few weeks. A deployable application with persistence, data integration, spatial UX refinement and device management more often takes four to eight months. The data and integration work, not the 3D rendering, is usually what sets the timeline.

Next step

Exploring spatial computing for your organisation?

Tell us about the place, the data and the people who work in it. We will suggest the platform, a spatial UX direction and a first prototype you can put on a headset.

Prefer email? mrerfansol@gmail.com

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