Immersive Learning
A spatial learning environment for practicing complex skills before the real event.

Some skills are expensive, rare, or unsafe to practice in the physical world. Traditional e-learning flattens them into text and video. Atlas needed presence, repetition, and a way to measure whether someone improved.
The concept is aimed at education and professional training teams who already have curriculum, but lack an environment where learners can rehearse.
We designed around rehearsal loops: demonstrate, practice, review. Each module has a clear competency, comfort constraints, and a debrief the instructor can trust. The headset experience is paired with a web console for assignment and progress.
Spatial UI stays sparse. Guidance is in the world, not in floating panels that fight the task. Comfort, locomotion, and session length were treated as product requirements, not polish.
Unity experiences target Meta Quest, with a Node-backed session service for identity, assignment, and telemetry. A web companion lets instructors review attempts without entering VR.
We prototyped one high-value procedure end to end, including comfort testing and instructor review. That established the module contract used by later experiences.
Atlas turns a curriculum into a set of rehearsable spatial modules. Learners practice. Instructors see evidence. The institution gets a platform instead of a one-off demo.
Format
Rehearsal loops
Devices
Quest + web
Engine
Unity

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