IDV Lince: XR training

An Extended Reality solution designed to support cadets in training, operational maintenance, and deployment of the Lince vehicle in real-world contexts.

Customer

IDV

Sector

Armed Forces
Training

Game based solutions

How We Reimagined Training

IDV Lince XR Training is an XR application designed to transform training into an immersive, interactive experience fully integrated within the official training curriculum. A complete training system featuring guided procedures, self-assessment modes, subsystem exploration, and networked collaborative sessions; all conceived to bridge the gap between theory and practice in an effective, scalable, and immediately operational way.

The Project

Customer need

IDV needed to modernise the training programme for its cadets on the use and maintenance of the Lince vehicle, a complex, strategically critical asset deployed in high-risk operational contexts. The traditional training process relied on paper manuals, theoretical sessions, and limited access to the physical vehicle, with all the constraints this entails: high costs, lengthy timescales, risk of accidents during exercises, and standardisation that is difficult to guarantee at scale. A radically different approach was needed, one capable of preparing cadets with the same effectiveness as hands-on field experience, but in a safe, replicable, and measurable environment.

Identified solution

Using Meta Quest 3 headsets, cadets interact hands-free with a full-scale 1:1 3D model of the Lince vehicle, positioned within their real-world environment. Not an isolated simulation, but a concrete bridge between theoretical study and practical exercise. This creates a safe, controlled environment in which cadets can familiarise themselves with the vehicle’s systems, subsystems, mechanics, and equipment before ever laying hands on the actual vehicle.

The manual you never have to turn a page of. The Procedures mode fully replaces the paper manual, providing access to 438 maintenance and component replacement procedures. Each procedure is available in two variants: Guided mode, which takes the user through each step with visual cues, alerts, and highlighted tools within the 3D model; and Free Training Mode, which disables all support and requires the user to operate entirely independently, replicating real intervention conditions.

The vehicle from the inside out. Subsystem mode allows users to visualise and analyse the vehicle’s subsystems in isolation, with access to interactive information sheets, animations, and the ability to render the entire vehicle transparent to explore its internal structure.

Disassemble to understand. Components mode transforms specific sections of the vehicle into fully interactive reconstructions. Components can be visually dismantled, allowing users to examine even the parts that would normally be inaccessible during a real inspection.

Multiplayer mode. In addition to the single-user mode, the solution includes two multiplayer modes that allow several users to view and interact with the vehicle simultaneously.
Classroom mode enables collaborative training sessions to be organised over a local network across multiple headsets, with one user acting as instructor, guiding the experience in real time and coordinating the group’s activity.
Remote mode, on the other hand, allows the entire application to be controlled via smartphone, turning any demonstration into a portable, standalone XR experience. This mode is particularly well suited to trade fairs, showcases, and institutional events.

A replicable model

IDV Lince XR Training demonstrates how Extended Reality, when designed with methodological rigour and a clear training vision, can become a strategic asset for organisations.

What was developed for IDV is not a one-off project, but a white-label framework, readily adaptable to different contexts: vehicles, industrial machinery, energy plants, logistics systems, or medical devices.

The model is designed for any setting in which:

  • technical training is critical;
  • margins for error are narrow;
  • equipment is costly;
  • training time directly affects operational readiness.

XR does not replace hands-on field experience but it prepares for it and enhances it. It reduces the time needed to reach full operational capability and raises the quality of the skills acquired.
At Game Thinkers, we don’t simply bring XR technology into training processes, we develop scalable, customisable systems engineered to generate measurable impact on time, costs, and learning quality.

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