NERVUS IMMERSIVE
NI · 45.50 N / 73.57 O
Immersive & spatial branch

Step into the environment, before the real moment.

NERVUS Immersive builds experiences that don't just show a situation: they let you step into it, explore it, understand it — and sometimes decide within it.

What immersion accomplishes

Technology must never become the protagonist.

We don't choose a technology because it's new. We choose it when it makes people understand, remember or feel what a screen can't convey.

The medium: the VR headset and the interactive 360 sphere. Training, simulation, tours, storytelling — in space.

What immersive solves.

By outcome, not by technology
01

Train safely

Practice a critical procedure with no real risk.

02

Demonstrate clearly

Make a complex product or process tangible.

03

Tour remotely

Walk through an industrial or institutional site, from anywhere.

04

Preserve & document

Capture a place or a state in time, in 3D.

05

Explain the complex

Break down an environment hard to grasp otherwise.

06

Stand out at a show

Create a memorable interaction at a booth.

Applications

Corporate · industry · safety · trade shows
A·01

Corporate & institutional

Presentations, onboarding, virtual tours, knowledge transfer.

A·02

Industry, operations & training

Facilities, processes, equipment, procedures — remotely.

NERVUS environments: Soleno · Tremcar · Synmed
A·03

Public safety & prevention · interactive 360

The abstract instruction becomes a situation you live and remember. Recognize a hazard; relive a scene safely.

A·04

Trade shows & installations

One asset, many uses: activation, onboarding, training. Reuse is strategic.

Experience types

What we build
NI·01

Interactive 360 video

Branching stories and decision points, designed for understanding.

NI·02

VR training & SOPs

Procedures practiced in a realistic environment, risk-free.

NI·03

Industrial tours

Guided walkthroughs of sites and facilities, remotely.

NI·04

Simulation & scenarios

Navigating situations and decision-making.

NI·05

Gaussian Splatting

Spatial capture and photorealistic point clouds.

NI·06

Kiosk & trade show

Tactile, guided experiences for events.

Narrative fiction & interactive story

When the viewer becomes a participant
Produced work · interactive VR

Good Girl

An immersive, interactive VR film produced by NERVUS, where critical choices shape the path of a young woman who has been abducted. An exploration of viewpoint, presence and tension — what virtual reality can make you feel differently from cinema: closeness, confined perspective, consequence.

Presented with restraint — the full story isn't revealed here.
Research & development

EX ÎLE

An immersive historical-fiction project developed over roughly two years, explored in a context involving Telefilm Canada. The project didn't reach final production — its value lies in the knowledge and methods it generated: the relationship between cinema and navigable space.

PhotogrammetryNeRFGaussian SplattingVolumetric captureReal-time enginesReconstructed environments

Spatial capture & emerging technologies

Scene → nodes → path → interaction
SPATIAL PLAN · DIAGRAM SCENE 01 · ENTRY SCENE 02 · DEMO SCENE 03 · PRACTICE CAPTURE · SPLAT ACTIVE NODE
Stereoscopic 360Virtual realityBranching pathsPhotogrammetryNeRFGaussian SplattingSpatial videoReal-time enginesHeadset · kiosk · desktop

Our immersive process

A method, not a demo
01

What immersion adds

Why immersive rather than a video.

02

The participant's role

Witness, employee, decision-maker, character.

03

Map the experience

Space, sequence, decisions, consequences.

04

Produce & test

Capture or build; navigation, comfort, headset.

05

Deploy & reuse

Headset, kiosk, trade show — one experience, many uses.

Design an experience

Show us the situation your audience must understand.

Tell us what people need to see, practice or explore — before the real moment. A private demonstration is available on request.