Erigo VR Campus, Immersive North, and the case for experimenting forward

Earlier this month, Immersive North took place at Epicenter Stockholm. A full-day convergence hosted by Immersive Sweden, gathering research, industry, design and experimentation at the frontier of what is being called immersive intelligence.

We were there as exhibitors with Erigo VR Campus, a WebXR prototype we have been building over the past months. A learning space that runs in any browser, on any device, with no app to install and no headset required to try the basic experience.

But this article is not really about VR Campus. It is about why we built it in the first place.

The future does not arrive. It is shaped.

Lea på Erigo - We build because we want to shape what comes next

What struck us most during the day was the breadth. People working on different versions of the same future from different starting points. AI meeting XR. Healthcare meeting storytelling. Industrial training meeting cultural institutions. Manufacturing meeting design.

That is what it should look like at this stage.

There is a quiet assumption baked into how we talk about technology: that the future is something that will arrive, and the smart move is to wait until the contours are clear before committing. Pick the winner. Adopt at the right time. Avoid wasted effort.

We disagree.

The future is being shaped right now, in rooms like the one at Epicenter Stockholm, by the people who are willing to build something before they know exactly what it should be. The contours become clear because people experiment. If you wait until you know what to build, you have already missed the moment when you could have influenced what gets built.

Why we built VR Campus

Erigo is a competence infrastructure company. Our work is about how organisations learn, develop, certify and deploy human capability. That sits at the centre of everything we do, whether through our LMS, our credentials, our AI assistant, or our workforce intelligence layer.

VR Campus is an extension of that. A question we wanted to ask out loud.

What does learning look like when the room itself becomes part of the experience? What changes when a learner is inside the environment they are studying rather than in front of a screen? What stays the same? What breaks? What works in ways we did not predict?

These are questions you answer by building something, putting it in front of people, and watching what happens.

A conversation with Hollman Leyton Diago

Lea på Erigo - We build because we want to shape what comes next

Hollman is the XR developer and project manager who has built and held VR Campus through its prototype phase. He spent the entire day at Immersive North giving people headsets and watching them step inside. We sat down with him afterwards.

What is the difference between building a product and building an experiment?

Every product begins as an experiment. The process of building, researching, and testing is what reveals whether something is viable, interesting, scalable, or meaningful for people. In many cases, experiments become products because of the answers you discover along the way.

With Erigo VR Campus, one of the problems we identified was the growing disconnect people feel toward traditional learning models. Learning has become repetitive, passive, emotionally disengaging. People lose interest because the experience itself stops inspiring participation.

An experiment searches for possibilities. A product organises those discoveries into something people can consistently use.

You spent the whole day at Immersive North showing VR Campus to people who had never seen it before. What did you observe in their reactions that you did not expect?

Lea på Erigo - We build because we want to shape what comes next

The level of awareness was higher than we anticipated. We expected curiosity. What stood out was how informed and emotionally connected many attendees already were to where immersive technology is going.

People are ready. That was the realisation of the event. Visitors were imagining how XR could become part of their personal lives, businesses, learning environments, social spaces. The public is no longer asking if XR will become mainstream. They are waiting for experiences that matter.

What has been the hardest part to solve so far? Not technically, but conceptually.

Finding the bridge between the digital habits people already have and what XR introduces. The goal is to create more than a virtual world. It is to design an experience where users immediately understand its purpose and meaning without feeling lost.

The central question I keep returning to: how do we make immersive technology feel human, intuitive, and genuinely useful? Entertainment alone is no longer enough. The experience has to generate something. A skill, a connection, knowledge, confidence, opportunity that translates back into real life.

Every user is asking, consciously or not, "what do I gain from this?" That question has shaped a large part of the philosophy behind Erigo VR Campus.

There is a difference between a VR experience that impresses people and one that actually works for learning. How do you tell them apart?

A VR experience can be visually impressive for five minutes. Educational impact happens when the experience continues to matter after the headset comes off.

From the beginning, the vision was focused on value rather than spectacle. Visual quality creates emotional engagement and curiosity. Pedagogy is what gives the experience durability. The strongest educational mechanics in VR Campus actually emerged while trying to communicate the platform's own strengths. The more deeply you understand the audience, the more clearly you understand how learning should happen inside immersive environments.

What is the next experiment?

The realistic MVP version of Erigo VR Campus. For the past six months we have been testing the conceptual prototype at events, and the response has been strong enough that people are no longer reacting as if this is a distant futuristic concept. They want to use it now.

The next challenge is turning that vision into a fully operational immersive platform people can actively learn, work, and grow inside.

Final question, less serious. What is the most fun part of working in this field right now?

The live events. Watching someone put on the headset for the first time, or scan the QR code and enter Erigo VR Campus from their own phone. There is always a moment where their expression changes. You can see the surprise appear on their face.

That reaction never gets old.

What this confirms

Two things came out of the day that we will carry forward.

The first is that demand has moved past the theoretical. The interest in immersive learning environments has shifted from speculative to specific. People are asking when, not whether.

The second is that the question of value is the right question. Hollman keeps returning to it for a reason. An immersive learning environment that fails to produce something durable, a skill, a credential, a capability, is a demo. Erigo's job is to make sure the immersive layer connects back to the rest of the competence infrastructure: the credential that gets issued, the assessment that gets recorded, the assistant that supports the learner afterwards. That is where VR Campus fits inside what we already build.

We are in the business of helping people develop capability, in whatever form that takes. Sometimes that is a course. Sometimes a credential. Sometimes an AI assistant supporting a learner in real time. And sometimes, increasingly, a space they can step into.

VR Campus is the question asked with hands rather than words.

Try it yourself

VR Campus is still a prototype. There are rough edges, things we are still figuring out, decisions we will reverse and rebuild. That is the point.

If you want to step inside, you can do it from any browser:

erigo-webxr-test.netlify.app - Click on the "VR World".

Bring your phone. Bring your laptop. Bring your headset if you have one. Tell us what you think.

We will keep building.


Erigo is a Swedish competence infrastructure company. Our work centres on how people learn, develop and apply capability in environments that are increasingly mediated by algorithms and AI. Read more at erigo.se.