SERVICE LINE
Immersive & Spatial Computing
Virtual, augmented and mixed reality applications that run in a browser, on an Android phone or on a Meta Quest 3 headset. We build classrooms, laboratories, anatomy tables, property walkthroughs, multiplayer worlds and AI avatars you can stand next to, and we ship them so they work on the devices and bandwidth Nigerian institutions actually have.
The third dimension, delivered the way we deliver everything else
This is our newest service line, and it grew out of the Software Engineering practice rather than being bolted on beside it. The same engineers who build portals and mobile apps now build three-dimensional experiences, using the open web stack wherever it will carry the load: WebXR for headsets and phones, Three.js for rendering, MindAR for image and marker tracking, and progressive web apps so that a school or clinic can install the experience without an app store, a credit card or a dependable connection. Where a native build is the right answer, for a multiplayer game or a physics-heavy simulation, we use Unity or Unreal and publish through the Meta Quest store and Google Play.
Our first delivered build is Jiki AR, an augmented-reality anatomy app for senior secondary biology in English and Hausa. A printed poster or markerless placement puts a three-dimensional body on the desk; students peel back the systems, tap an organ to hear about it, watch the heart beat and answer syllabus questions, all offline, with a teacher mode that mirrors to a projector. We have also built a WebXR viewer that streams a live 360-degree camera into a Meta Quest 3 headset, and an augmented-reality poster platform where a printed poster comes alive with video, a 3D model or audio when a phone is pointed at it. Those three codebases are the foundation this practice is built on; everything below describes what we build from them next.
We are deliberate about two things. First, content accuracy: anatomy comes from published open datasets, architectural models come from the client's own drawings, and training scenarios are reviewed by the professionals who will teach with them. Second, accessibility of hardware: a headset-only product excludes most of the people we build for, so every experience we design has a phone or browser mode, and the headset is an upgrade rather than a requirement.
What we build
Six areas of practice. Most engagements start in one and borrow from two others.
VR Education
Teaching and learning
Virtual classrooms, laboratories and interactive lessons: a chemistry bench where the reaction can go wrong safely, a physics room where gravity is a slider, a classroom that forty students in four towns can share. Built to the WAEC, NECO and NUC syllabuses the teacher is already following.
Medical VR
Clinical training
Human anatomy exploration, surgical simulations and medical training scenarios. Jiki AR is the first step; the next are procedure rehearsal, patient-handling drills and emergency-room simulations for nursing schools, teaching hospitals and the professional bodies that examine them.
Real Estate VR
Property and architecture
Virtual property tours and architectural visualisation from the developer's own drawings and photographs: walk a buyer through an estate that is still a foundation, or a board through a hospital wing before the first block is laid, on a headset in the showroom or a phone in the diaspora.
VR Games
Play and simulation
Multiplayer games with realistic interaction and physics, for entertainment, for public-awareness campaigns and for the serious-games training market, where the mechanics of a game teach a procedure better than a manual does.
AI + VR
Conversational avatars
Virtual AI assistants, conversational avatars and intelligent non-player characters that listen and answer in English, Hausa and other Nigerian languages, drawing on the same speech and language work as our Data, Analytics & AI practice. A tutor who waits patiently in the virtual classroom; a guide who walks the property with you.
Mixed Reality (MR)
Quest 3 passthrough
Applications that combine the real world with virtual objects using Meta Quest 3 passthrough: a 3D heart on the real desk, a planned machine on the real factory floor, a wiring diagram overlaid on the real cabinet. The headset sees the room, and the software places the work inside it.
Platforms and where each one fits
We choose the delivery platform by who has to use the experience and what they already own, not by what is newest.
| Platform | Best suited to | What the user needs | How we build it |
|---|---|---|---|
| Browser WebXR and PWA | Schools, clinics and public campaigns where there is no budget for headsets | Any recent Android phone or laptop browser; installs offline as a web app | Three.js, MindAR, WebXR, Vite; served from our Kano hosting or the client's own |
| Android AR | Field use, posters, printed material and marker-based lessons | An Android phone with a camera | The same web build wrapped with Capacitor, or ARCore where depth and occlusion matter |
| Meta Quest 3 VR and MR | Immersive training, property walkthroughs, simulations and passthrough overlays | A Meta Quest 3 headset; one headset serves a whole class in turn | WebXR for lighter experiences, Unity or Unreal for physics, multiplayer and store release |
| Projector and teacher mode | A single device driving a whole classroom | A laptop and a projector on the school network | A small WebSocket relay that mirrors the teacher's view, as shipped in Jiki AR |
What you get, on every engagement
The same contractual deliverables as a software build, plus the ones that matter for three-dimensional content.
- A storyboard and interaction script signed off by the subject-matter owner before modelling starts
- Three-dimensional assets in open formats (glTF, FBX, OBJ) that you own and can reuse
- A phone or browser mode for every headset experience, so nobody is excluded by hardware
- Localisation into Hausa and other Nigerian languages where the audience needs it
- Offline operation and a documented installation path for sites without reliable internet
- Performance tested on the actual target devices, with a published minimum device list
- The full source code, build pipeline and asset pipeline in a repository you own
- Teacher, trainer or sales-agent guides, with recorded walkthroughs
- A pilot phase with real users and a written findings report before any wide roll-out
- A defect-warranty period after acceptance, and an optional content-update retainer
How an immersive project runs
A shorter spine than a large software build, because the risk sits in the content and the devices rather than in the integration.
Discovery and device audit
We establish who the users are, what they must learn, decide or buy, and what hardware they already hold. A school with forty Android phones and one projector gets a different design from a showroom with two headsets.
Storyboard and prototype
An interaction script and a clickable or wearable prototype of one scene, tested with real users in the second or third week. This is where most design decisions are settled.
Content and modelling
Models, animations, narration and text are produced or adapted from the client's sources and open datasets, reviewed by the subject-matter owner, and localised.
Build and optimise
The experience is assembled, then tuned until it holds frame rate on the minimum device. Multiplayer and AI-avatar features are integrated and load-tested here.
Pilot
A fixed pilot with real students, clinicians or buyers, instrumented for what people actually did, with a written findings report and a prioritised change list.
Release and support
Publication to the web, the Esys App Store, Google Play or the Meta Quest store as agreed, with the warranty period and the option of a content-update retainer.
Frequently asked questions
Do we have to buy headsets?
Will it work without reliable internet?
Where does the content come from?
Can you add a virtual assistant that speaks Hausa?
Who owns the models and the code?
Delivered work
Jiki AR, the augmented-reality anatomy app for senior secondary biology in English and Hausa, is described under Portfolio at /portfolio/health-education. It is a real, installable build, and classroom pilots are the next step; we do not yet claim learning outcomes for it.
For related capability see Data, Analytics & AI at /services/data-analytics, Software Engineering at /services/software-engineering, and our work in Education at /industries/education.
Have a lesson, a procedure or a building that should be walked through rather than read about?
Tell us who the users are and what devices they hold. We will come back within one working day with a recommended platform, a pilot scope and an honest cost.