Volkswagen Group, the multi-brand automotive company, has developed VR apps to make long-distance collaboration in production and logistics an easier task. Using the HTC Vive, the company has created what it calls the Volkswagen Digital Reality Hub Group, a VR platform that will help the company’s employees collaborate across the Audi, SEAT, ŠKODA and Volkswagen brands.

The company has used its suite of VR apps to allow multiple users to simultaneously collaborate while physically located between Volkswagen logistics office in the Czech Republic and the company’s headquarters in Wolfsburg, Germany. Apps in the platform already include VR logistics training, realistic workshop environments created using photogrammetry, and VR spaces for exchanging best practices—all of course with avatars so employees can talk face-to-face.

Developed with VR production studio Innoactive, the Volkswagen Digital Reality Hub made its public debut at the Digility conference and exhibition in Cologne this week.

image courtesy Volkswagen Group

Mathias Synowski, a VR user from Group Logistics, says the company’s VR app will “make our daily teamwork much easier and save a great deal of time.”

“Virtual reality creates the ideal conditions for cross-brand and cross-site collaboration,” Jasmin Müller from Audi Brand Logistics explains.

“[E]xchanging knowledge is just as important as bundling knowledge. That’s why we came up with the Volkswagen Digital Reality Hub central platform in collaboration with Innoactive. All employees have access to all existing VR elements as well as existing knowledge via the platform. That way, we enable individual units to implement new use cases quickly and jointly move in VR applications so they can plan new workflows interactively,” says Dennis Abmeier from Group IT.

SEE ALSO
New Mode in 'Gorilla Tag' & $2.6M Investment in 'Digigods' Cements UGC as Crucial Social VR Feature

The Volkswagen Digital Realities Team is currently developing more apps for production and logistics intended for the company’s fleet of HTC Vive Business Edition headsets.

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.


Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • benz145

    We really need to get avatars out of the Uncanny Valley. The pose of that guy in the lead photo is the quintessential look of today’s VR avatars.

    • It can’t be done if there is not leg/arm tracking. The reason that pose is like that is because they didn’t set the height right hence why the legs and hands are bent. Once we get a controller solution that can do full body tacking all in one hand held device for the price of today’s controllers, avatars will be a simple software problem and not a hardware problem.

  • WyrdestGeek

    I will be really interested to see how we’ll that works out.

    Everyone talks about how VR is going to bridge vast distances — but how’s it supposed to do that when the network is still so frequently laggie and latent as all getout?

    And that’s *before* the additional problems upcoming after the removal of Net Neutrality.