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先端技術
空間コンピューティング
Apple Vision Pro、Meta Quest、モバイル端末のAR、ウェブ向けに、複合現実、拡張現実、3Dアプリケーションを開発します。空間的な文脈が真に役立つ業務に絞って適用します。
概要
Spatial computing is most valuable where people need to understand or act on something three-dimensional: equipment on a factory floor, a building before it is built, a procedure that is hard to learn from a manual. Outside those cases, a flat screen is often the better tool.
We design and build spatial applications across visionOS, OpenXR-compatible headsets, mobile AR and WebXR. We are candid about the trade-offs, including device availability, user comfort, content production effort and the gap between a compelling demonstration and daily operational use.
ビジネスでの活用領域
- 01
Guided field and assembly work
Step-by-step instructions anchored to physical equipment, with overlays that show where to act, what to check and what comes next, reducing reliance on printed manuals and paper checklists.
- 02
Design review and visualization
Shared review of CAD, BIM or product models at true scale, allowing distributed teams to walk through a design, annotate issues and compare variants before physical work begins.
- 03
Immersive training
Practice environments for procedures that are dangerous, costly or rare in real life, with scenario branching and performance capture that instructors can review with trainees afterward.
- 04
Remote expert assistance
Live sessions in which an on-site technician shares their view and a remote specialist annotates the physical space, built with careful attention to bandwidth limits and the privacy of captured video.
エンジニアリングアプローチ
- 01
Use-case validation
We observe the task in context and test whether spatial interaction actually improves it, comparing headsets, mobile AR and conventional screens before settling on a device strategy.
- 02
Experience prototyping
Low-fidelity spatial prototypes in Unity, RealityKit or WebXR let users try interactions early, surfacing comfort, legibility and ergonomic issues before full development begins.
- 03
Content and data pipeline
We build pipelines that convert CAD, BIM and scan data into optimized OpenUSD or glTF assets, so 3D content stays current with its source systems instead of being maintained by hand.
- 04
Application engineering
Applications are built natively in Swift with RealityKit, in Unity or Unreal Engine for cross-device reach, or in WebXR for zero-install access, integrated with enterprise identity and data.
- 05
Pilot and evaluation
We deploy to a defined user group, gather usage and task data, and evaluate results against the original hypothesis before recommending broader rollout or another iteration.
技術とプラットフォーム
Platforms
- visionOS
- Meta Horizon OS
- Android XR
- ARKit
- ARCore
- WebXR
Engines and frameworks
- Unity
- Unreal Engine
- RealityKit
- SwiftUI
- OpenXR
- Three.js
3D formats and tooling
- OpenUSD
- glTF
- Reality Composer Pro
- Blender
- Pixyz
Collaboration and streaming
- SharePlay
- Photon
- WebRTC
- NVIDIA CloudXR
記載の技術名は各社の商標であり、提携関係や推奨を意味するものではありません。
提供する成果物
- Use-case assessment and device recommendation
- Interactive prototype for user testing
- 3D asset conversion and optimization pipeline
- Spatial application for the agreed platforms
- Pilot evaluation report against defined success criteria
- Deployment and device management guidance
経営層からのよくある質問
Which headset should we standardize on?
That depends on the task, environment and budget. Apple Vision Pro offers high display fidelity, Meta Quest offers broader availability at lower cost, and mobile AR needs no new hardware at all. Where possible, we build on OpenXR or cross-platform engines to keep options open as devices evolve.
Is spatial computing ready for production use?
For focused, session-based tasks such as design review, guided procedures and training, the technology can be deployed in production today. For all-day wear or broad workforce rollout, comfort, cost and device management remain real constraints. We help you judge where your use case sits on that spectrum.
Can we reuse our existing CAD or BIM models?
Usually, with preparation. Engineering models are often too detailed for real-time rendering on headsets. We build conversion pipelines that simplify geometry, preserve metadata and output OpenUSD or glTF, so 3D content can be refreshed from source rather than rebuilt by hand.
空間コンピューティングの取り組みについて相談する
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