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Consensive, expert in social mixed reality applications

Homme avec un casque VR devant un écran

Consensive develops applications for the education, research and training fields.

Crédits photos : Consensive

Consensive designs mixed social reality systems tailored to the needs of its customers. Their main areas of application are education, research and training. Their products facilitate direct collaboration and social exchanges in highly detailed virtual environments. Consensive will be at Laval Virtual on April 10-12 on stand A20 as part of the German Pavilion.

Can you introduce your company?

Consensive is your development partner for social mixed-reality applications. Our software suite VR4more consists of standalone Unity modules that solve the challenges of large-data visualization, cross-platform cooperation, and behavioral modelling. Your data is large and detailed, while computing resources and data transmission over networks are limited? VR4more-Data implements output-sensitive 3D geometry streaming for Unity. You need to connect collocated groups with remote participants using various tools and platforms? Common Ground and VR4more-People connect Unity applications to cross-platform social mixed reality

You want to learn and train with interactive behavior models, but physics simulation is inaccurate or computationally too expensive? VR4more-Behavior implements complex mechanics with linear algebra. Besides software modules for third-party vendors, we also offer turnkey solutions for cooperative training and education in academia and industry. For Laval Virtual 2024, we are planning a public release of our mixed-reality software suite VR4more.

What is your company’s current project?

We are working on three areas of innovation: cross-application XR networking (VR4more People), interactive behavioural models (VR4more-Behavior) and real-time visualization of large data using output-sensitive out-of-core 3D geometry streaming (VR4more-Data). The latter is our stongest USP and we are ready to share our technology with partners. We are currently working on major improvements of this approach, aiming for an initial release of the next generation VR4more-Data at the end of this year.

What innovation do you think has most advanced the world of VR/AR?

Robust markerless 3D tracking and powerful mobile VR-glasses. The next innovations will be unlimited data fidelity and realtime 3D capturing. We are contributing to both developments.

The baseline of our 26th edition is “Act For The Future”. In your opinion, how can immersive technologies impact the world of tomorrow?

I am convinced that virtual environments will help us to train for necessary jobs more rapidly and enable remote support from experts at any time. This will strongly reduce the need for business travelling and foster better education.

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