VIrtual Reality Training Suite

Virtual Reality Training Suite

  • Easily create virtual reality trainings
  • Share them
  • No Code
  • Realtime 3D
  • Everywhere
  • Real interaction
  • Multiuser

Virtual Reality Training Suite - VIRTS



Creating virtual reality trainings is simple. Within a few minutes, you can set up a whole 3D Scene with tasks. You can do simple reviews or complex trainings. Import your CAD models, use 3D models from asset packs, or create your own.

Create tasks and decide when something should be done. Decide what are tools should be used. Easily connect the tasks with one click and make trainings without any code.

Proven value

Virtual reality trainings have proven their value already in the past. Creating trainings needed time and a lot of developers. Now everyone can do this within minutes and share with others worldwide. Changing trainings you can easily do on your own.

Use this proven technology and train employees or customers with less work and effort than ever before. Our software is simple so there is no need for any knowledge and it can be used by everyone.



Do ergonomics reviews, layout planning, process trainings, or simple games. There is no limitation. Click on the play button and start your experience as a 3D Desktop or real-time virtual reality. Reach a huge audience within the shortest time.

Our virtual reality training suite support a wide range of virtual reality headsets as it uses the OPEN XR standard. VR glasses should fit your demands perfectly. Our software is supporting this.

Our projects

virtual reality training for employees, maintenance in battery production.
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virtual reality training for employees, ergonomics and maintenance in pharma.
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virtual reality training for technicians assembly and maintenance.
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virtual reality training for external experts: lean management concepts.
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Create and experience VR Trainings


Benjamin Staiger Founder/COO

+49 751 99923981

Heinrich-Hertz-Str. 6
88250 Weingarten



Revolutionizing Training with Virtual Reality: Introducing Realistic Human Avatars

In today's fast-paced world, traditional methods of training are becoming obsolete. With rapid advancements in technology, there is a growing need for more effective and interactive learning methods. This is where Virtual Reality (VR) steps in. The latest addition to our software now allows the incorporation of highly realistic human avatars into the virtual environment, vastly expanding the possibilities of Virtual Reality training.

Our software has added the feature of bringing human avatars into the Virtual Reality environment. These avatars are pre-animated and can communicate and interact with users in real-time through audio sequences. This enhances the level of realism and makes the training more immersive.

Thanks to this feature, it is now possible to create realistic scenarios that make training more effective. Whether it's medical simulations, technical training, or customer service training, the possibilities are endless.

The avatars can be tailored to meet specific user needs. They can engage in specific dialogues, answer questions, and assign tasks, leading to a personalized learning experience.

Utilizing VR technology for training not only reduces the time required for training but also its associated costs. It eliminates the need for physical resources and broadens the reach to a wider audience.

Incorporating realistic human avatars into Virtual Reality training is a significant leap forward. This new feature of our software opens up a myriad of possibilities for effective and interactive real-time training that is both cost-effective and highly personalized.

For more information, we recommend experiencing a demo of our software to explore the possibilities firsthand.


The Hannover Messe - An Overview

The Hannover Messe is undoubtedly one of the largest industrial trade fairs worldwide, serving as an outstanding platform for companies to showcase their latest products and innovations to an international audience. This year, Virtual Reality Training took center stage at the fair and garnered the attention of industry experts, entrepreneurs, and even high-ranking government officials.

The booth presenting Virtual Reality Training software attracted numerous fair attendees who were curious to experience the possibilities of this emerging technology firsthand. The VR Training software provided an immersive and interactive experience that enthralled visitors and demonstrated how it can be used in their businesses or educational institutions.

One of the highlights of the fair was undoubtedly the visit of Ms. Bettina Stark-Watzinger, the Minister of Education. Her interest in Virtual Reality Training software underscored the pivotal role of this technology in the field of education and the associated opportunities. She took the time to tour the booth and engage with the developers of the software to discuss its potential impact on education.

The software received not only positive feedback from fair attendees but also acclaim from experts in the field of Virtual Reality. They praised the innovative approach and practical applicability of this software, especially for training and educating employees and students. This praise reaffirmed the value and relevance of Virtual Reality Training software.

The fair appearance was a great success and vividly demonstrated how Virtual Reality technology can revolutionize the way training and further education are conducted. Companies and educational institutions can conduct training at various locations using this technology, saving time and costs. Furthermore, VR technology can reduce training duration and enhance the effectiveness of training measures.

The Scientific Benefits of VR Training

Benjamin Staiger of Ureality opened his keynote speech on March 7, 2023, at the regional Innovation and Transfer Center with the words: "There has never been a more opportune time than now to bring training into virtual reality." In his speech, he emphasized the scientifically proven benefits of Virtual Reality Training and placed particular emphasis on the practical value of this technology.

The history of Virtual Reality dates back to the 1960s, and more than 1.6 million scientific publications have already confirmed the benefits of training in virtual reality. This means that decisions no longer have to rely on intuition; the value of Virtual Reality Training compared to conventional training is scientifically substantiated.

In addition to scientific evidence, the practical application of training in virtual reality was highlighted. Over the past decade, the technology has significantly evolved, creating optimal conditions for VR Training in practice. The hardware has become lighter, more powerful, and cost-effective, and the systems are designed to be user-friendly.

Virtual Reality Training is no longer limited to large corporations, as many tools facilitate its integration into medium-sized companies. Integration into the corporate structure, coverage of topics such as rights and roles, and the definition of training content have become easier and more cost-effective thanks to smarter software. The integration of CAD data is straightforward, and 3D data is readily available on major platforms. Creating Virtual Reality Training no longer requires programming skills, as authoring tools like Ureality's 3D VR Creator enable the creation and execution of VR training.

Employees also show high acceptance for training in virtual reality, especially in the context of change management. However, successful implementation requires a clear concept and an understanding of internal processes. Clear goals and the measurability of successes are crucial for selecting the right technology, whether hardware or software, and recognizing the return on investment.

Everything points to the right time to introduce Virtual Reality Training in companies. Both scientific insights and practical experience are abundant. The technology is affordable and stable, and employees show unparalleled acceptance. An optimal starting point is a pilot project with clear goals, and Ureality provides support to its customers from idea to implementation.


Our academic work

Weigel, A., Baumgart, T. L., Sauter, L., & Niehaves, B. (2023) Ready Designer One: Exploring Expected Conditions for Interrupting Design Work by Virtual Reality. In Proceedings of the 31st European Conference on Information Systems (ECIS), Kristiansand, Norway.

Sauter, L., Weigel, A., & Ludwig, T. ( 2023) It’s Tool Time: Exploring Tool Design Alternatives for Virtual Reality Trainings. In Proceedings of the 31st European Conference on Information Systems (ECIS), Kristiansand, Norway.

Zeuge, A., Schaefer, C., Weigel, A., Eckhardt, A., & Niehaves, B. (2023). Crisis-driven digital transformation as a trigger for process virtualization: Fulfilling knowledge work process requirements for remote work. International Journal of Information Management, 70, 102636.

Weigel, A., Baumgart, T. L., Heinlein, M., Huchler, N., Niehaves, B., Sauter, L., Schmallenbach, A., Staiger, B., & Wittal, R. (2022). Arbeitsgestaltung durch Kompetenzvermittlung in VR. In: Nitsch, V., Brandl, C., Häußling, R., Roth, P., Gries, T., Schmenk, B. (eds) Digitalisierung der Arbeitswelt im Mittelstand 2. Springer Vieweg, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-65858-1_6

Weigel, A., Baumgart, T. L., Zeuge, A., Sauter, L., Niehaves, B., Huchler, N., Heinlein, M., Wittal, R., & Staiger, B. (2022). Competence Transfer in Virtual Realities (VR): Can VR Bring Products and Services Together? WORK – A Journal of Prevention, Assessment & Rehabilitation, 72(4), 1727–1743. doi: 10.3233/WOR-211244

Weigel, A. & Sauter, L. (2022). Crane Assembly and Service Processes meet Virtual Reality. In: Katterfeld, A., Richter, K., Krause, F., Pfeiffer, D. (Hrgs.) 30. Internationale Kranfachtagung 2022 „Kran 4.0 – Erfolge der Digitalisierung“. Universitätsbibliothek Magdeburg, S. 189-202. doi: 10.25673/38810

Zeuge, A., Weigel, A., Sch aefer, C., & Niehaves, B. (2022). The New Normal of Virtual Team Cohesion – a Qualitative Study to Investigate the Impact of COVID-19. 28th Americas Conference on Information Systems (AMCIS) Proceedings, Minneapolis. August 10-14, 2022

Huchler, N., Wittal, R., & Heinlein, M. (2022). Erfahrungsbasiertes Lernen in der virtuellen Realität–Potenziale und Herausforderungen. Digital Lernen (BWP 2/2022)

Weigel, A.; Zeuge, A.; Baumgart, T.; & Niehaves, B. (2021). Bittersweet Virtual Reality Collaboration: Necessary and Sufficient Conditions. 42nd International on Information Systems (ICIS) Proceedings, An Online AIS Conference. December 12-15, 2021

Heinlein, M., Huchler, N., Wittal, R., Weigel, A., Baumgart, T., & Niehaves, B. (2021). Erfahrungsgeleitete Gestaltung von VR-Umgebungen zur arbeitsintegrierten Kompetenzentwicklung: Ein Umsetzungsbeispiel bei Montage-und Wartungstätigkeiten.  Zeitschrift für Arbeitswissenschaft.75, 388–404. ISSN: 2366-4681. https://doi.org/10.1007/s41449-021-00283-6

Zeuge, A., Schaefer, C., Weigel, A., Niehaves, B. (2021). Happy Together – How can Virtual Leaders Foster Team Cohesion? 27th Americas Conference on Information Systems (AMCIS) Proceedings, An Online AIS Conference. August 9-13, 2021

Weigel, A., Sauter, L., and Niehaves, B. (2021), More than you know – An Investigation of VR to Support Tacit Knowledge Transfer within Organisations. Pacific Asia Conference on Information Systems (PACIS) Proceedings, An Online AIS Conference. July 12-14, 2021

Weigel, A.; Zeuge, A.; and Sauter, L. (2021), Influencers of Digital Transformation: A New Concept of User Participation in IS Projects. In Proceedings of the 29th European Conference on Information Systems (ECIS), An Online AIS Conference, June 14-16, 2021

Zeuge, A., Oschinsky, F., Weigel, A., Schlechtinger, M., & Niehaves, B. (2020), Leading Virtual Teams–A Literature Review. In Proceedings of the New Future of Work Symposium, August 3-5, 2020

Weigel, A., Hoffmann, J., & Klesel, M. (2020), Can Virtual Realities reduce the Gap between Organizations? Insights from a Case Study on the Potential of VR-Supported Perspective Taking. In Proceedings of the 28th European Conference on Information Systems (ECIS), An Online AIS Conference, June 15-17, 2020

Weigel, A., Heger, O., Hoffmann, J., & Röding, K. (2020), CEOs of SMEs: How IT-Governance compensates the Lack of Digital Competencies. In Proceedings of the 28th European Conference on Information Systems (ECIS), An Online AIS Conference, June 15-17, 2020

Klesel, M., Schlechtinger, M., Oschinsky, F. M., Conrad, C., Niehaves, B. (2020), Detecting Mind Wandering Episodes in Virtual Realities Using Eye Tracking. In NeuroIS Retreat 2020, June 2-4, 2020

Schlechtinger, M. (2020), What Are You Looking At? Using Eye Tracking to improve Learning in Virtual Environments. In New Perspectives on Digitalization: Local Issues and Global Impact, April 24, 2020

Weigel, A. (2020), A Design Journey: Towards a Virtual Reality Simulation and Training Application. In New Perspectives on Digitalization: Local Issues and Global Impact, April 24, 2020 – Most Practice-Oriented Paper Award

André, E.; Aurich, J.; Bauer, W.; Bullinger-Hoffmann, A.; Heister, M.; Huchler, N.; Neuburger, R.; Peissner, M.; Stich, A.; Suchy, O.; Ramin, P.; Wächter & M. (2020), Kompetenzentwicklung für Künstliche Intelligenz – Veränderungen, Bedarfe und Handlungsoptionen. Whitepaper aus der Plattform Lernende Systeme, München