In addition, it was a mobile and easy to assemble solution, since only a pair of Oculus Quest 2 Virtual Reality glasses and a small space free of obstacles were needed to enjoy the Hyperexperience. This allowed Teltronic to reuse this solution in its own showroom, as well as in other subsequent fairs, making the project even more profitable.
What did this Hyperexperience consist of?
Through this novel Virtual Reality HyperExperience, visitors to the Teltronic stand were able to discover, in a gamified way, the operation and innovation of its communication solutions, "teleporting" to different scenarios of a virtual train and a communication control center, all of them completely modeled in 3D by the DeuSens team.
In the different scenarios, the Hyperexperience simulated a real operating situation, in which the user took the role of the train driver, a passenger and even the control center supervisor. In this way, through this immersive Hyperexperience, visitors could learn about the elements of the Teltronic systems installed and how these are integrated with the different subsystems of the train.
Some of the communication solutions that visitors could learn about and interact with were as follows:
- The NEBULA communications infrastructure, available in TETRA, broadband (4G and 5G) and hybrid technologies.
- The RTP-800 on-board radio equipment
- The RCC-3000 control console
- Communication subsystems such as the PIS system or the public address system, among others.
- Other types of terminals used on the train and in the control center
Experimentation and interaction using Virtual Reality
One of the factors that made the Hyperexperience stand out most among the visitors and most surprised them was the amount of possibilities of interaction with the environment that Virtual Reality granted them.
Pushing different types of buttons, operating levers, interacting with the train's systems to speed it up and stop it, communicating with the control center in the event of an incident... everyone in general was very surprised at how natural and immersive the action felt and that, despite being a HyperExperience with a long duration, constantly performing actions and interacting with the environment ensured that at no time did it feel too heavy.
In addition, what really sparked the true WOW effect in the audience was being able to enjoy the full Hyperexperience without the need to use VR controllers, performing all interactions directly with their own hands.