For much of the past decade, extended reality (XR) has occupied an uncertain place in workplace technology. It has promised new ways to train, collaborate, design and support frontline teams, but many deployments have remained limited to proofs of concept.
That is changing. The most important developments in immersive workplace technology are now less about consumer hardware and more about how business-to-business (B2B) organisations can apply augmented reality (AR), virtual reality (VR) and spatial computing to established operational problems.
For UC and workplace technology leaders, the question is no longer whether immersive tools can create engaging experiences. It is whether they can connect employees to the people, data and workflows they need; reliably, securely and at scale.
TL;DR
Enterprise XR is moving from device experimentation towards operational deployment.
The strongest B2B use cases focus on workforce training, remote support, engineering data, frontline guidance and managed device fleets.
For UC leaders, immersive workplace technology must work alongside existing collaboration, identity, endpoint-management and business applications.
Can VR Training Move Beyond the Pilot?
Training remains one of the most credible workplace applications for immersive technology, particularly when organisations need to prepare a distributed workforce for complex, customer-facing or safety-sensitive work.
That is why United Rentals’ virtual reality training programme is notable. In a case study reported by AR Insider, the equipment-rental company said it had deployed Strivr VR training to field sales representatives across 1,000 locations.
The programme uses five 20-minute modules based around simulated construction-site scenarios. Employees identify hazards and commercial opportunities through timed assessments, with modules increasing in complexity. United Rentals reported a 40 percent reduction in training time.
That figure is self-reported, and the case study does not provide an independent methodology or complete programme-cost breakdown. Still, the deployment scale changes the conversation. The issue is no longer simply whether VR improves learning. It is whether immersive learning can operate as part of a consistent workforce-development programme across hundreds or thousands of sites.
From a UC perspective, this is about extending the digital workplace beyond messaging and meetings. The same organisations that use collaboration platforms to connect distributed staff may increasingly use immersive training to give those employees consistent access to practice, guidance and expertise before they enter a real-world situation.
WHAT THIS MEANS FOR BUYERS
VR training is most likely to scale when it supports an existing curriculum, a specific job task and a clearly defined workforce. Businesses should assess device support, content maintenance, user activation and integration with learning-management systems before treating a successful pilot as a scalable programme.
Why Is Industrial XR Becoming More Important?
XR’s workplace opportunity is particularly clear in asset-heavy industries, where errors, downtime, travel and limited access to expert knowledge can create significant cost or safety consequences.
Recently AtkinsRéalis joined the Augmented Reality for Enterprise Alliance, known as AREA. The engineering and infrastructure company said it is exploring immersive technologies across defence, energy, nuclear, transport and infrastructure.
Its stated areas of interest include remote expert support, voice-guided procedures, immersive training, digital twin integration, work execution, asset intelligence and digital assurance. These are fundamentally B2B use cases: helping employees and partners complete complicated work more consistently, while making scarce expertise more accessible across sites.
Joining an industry body is not proof that every use case is live at scale. However, it points to where demand is developing: across the lifecycle of critical assets, from design and construction through operations, maintenance and decommissioning.
For workplace technology teams, the important point is that XR cannot sit outside the broader employee technology environment. A remote-support experience, for example, may need to connect workers with subject-matter experts, relevant technical documentation, asset data and secure communications tools in one workflow.
WHAT IS A DIGITAL TWIN?
A digital twin is a digital representation of a real-world asset, process or environment. In an immersive workplace setting, it can give employees a spatial view of equipment or sites. Its value depends on whether the underlying data is accurate, governed and connected to the systems teams already use.
Can Remote Rendering Make XR More Useful for Engineers?
Many high-value XR applications involve detailed 3D content, including computer-aided design (CAD) models used in engineering, manufacturing and product development. These models can require more computing power than a lightweight headset can provide.
Remote rendering is designed to address that problem. It processes demanding 3D workloads on a server, then streams the visual output to the worker’s device. That could make detailed engineering content more accessible without requiring a workstation-class computer in every headset.
This month Hololight released Stream 2026.1.0.0, an update focused on connection quality, session resilience and everyday usability. The release includes improved 3D-object stability on Meta Quest devices, image tracking as an alignment option for Apple Vision Pro and automatic reconnection after a dropped session or headset removal.
It also changes how the application runs on the Windows machine used as the application server and includes fixes for Autodesk VRED and Unreal Engine integrations.
These may sound like incremental updates, but they address a fundamental business requirement: can a worker access complex spatial information when they need it, without a session failing or a collaboration workflow breaking down? For engineering and design teams, immersive hardware is only useful if the model, data and communications layer behind it is dependable.
WHY NOW?
Enterprise XR is increasingly dependent on the same foundations as the rest of the digital workplace: reliable connectivity, secure identity and access, well-managed endpoints, application integration and clear procedures for recovering from service failures.
Is Android XR Becoming an IT Management Story?
One of the most significant changes in immersive workplace technology is that headsets are gradually moving into conventional IT governance.
Google’s Android Enterprise framework now supports Android XR devices, beginning with Samsung Galaxy XR. The capability includes zero-touch enrolment and Managed Google Play, allowing IT teams to configure corporate devices, distribute approved applications and apply management policies through familiar enterprise mobility-management tools.




