XR design and storytelling

Designing immersive VR, 360 film and e-learning experiences 

Panorama VR - DK38866575 - Janus Heiberg Madsen - janus@panoramavr.dk - +45 30273184

Immerse the audience 

into your story

— We learn and remember more effectively when knowledge is rooted in an experience —

XR Cases

— Virtual Reality experiences —

Virtual reality (VR) completely replaces a user's experience of reality, immersing them into a computer-generated virtual environment. This type of XR technology has been around for a while, with gradual improvements. It is primarily used for entertainment experiences, such as games, concerts, movies, or sports. VR is also used for training, education, and healthcare. 

— AR experiences —

Augmented reality (AR) enhances our experience of the real world by overlaying what we see with computer-generated information. 

Today, this technology is prevalent in smartphone AR applications that require the user to hold their phone in front of them. By taking the image from the camera and processing it in real time, the app is able to display contextual information or deliver gaming and social experiences that appear to be rooted in the real world.


Sense Of War 2 (2025)

Cinematic VR experience, Røde Kors Danmark

How can immersive storytelling bring the realities of armed conflict closer to audiences?

The second chapter of Sense of War deepens the journey into the humanitarian realities of active conflict, building on the emotional and educational impact of the Rules of War. The new VR film is set in the Mykolaiv region in Ukraine, expanding the narrative scope and bringing new perspectives and even greater immediacy to the question: How can we protect humanity in an armed conflict?


The Kick (2024)

VR experience and educational videos, OpEn

How can VR and football be used to tell engaging stories about volunteering?

In partnership with Lommefilm and the Danish Ministry of Foreign Affairs, we produced the educational concept The Kick, targeting boarding school students in Denmark. The interactive football VR experience transports students to Uganda, where they discover how the football academy, El Cambio Academy, works with volunteering, and finally get the opportunity to take the decisive penalty kick.  Alongside the VR film, we produced a range of educational videos used in the workshop.  


reNEW (2024)

A VR film about Stem Cell Research, reNEW

How can storytelling in VR spark students interest in science?

In collaboration with Immersive Stories, we developed a Cinematic VR experience based on storytelling at eye level with a young audience. 

The Institute uses the experience to highlight their stem cell research to students and spark their interest, contributing to the aim of this annual event to integrate, coordinate, and promote access to information to high school students.  


Digital preservation of Vedbækfundene (2025)

Digital photo preservation, Rudersdal Museer

How do you preserve a 41-year-old exhibition?

Rudersdal Museums has relocated their iconic exhibition Vedbækfundene from Gammel Holtegaard - home to one of Denmark's most remarkable prehistoric Stone Age hunter burials. At 41 years old, it stands as one of Denmark's very first multisensory, self-narrating museum exhibitions.

Together with Mannd XR, we helped Rudersdal Museums document the original exhibition in 360° - creating a digital preservation of cultural heritage, making it accessible to audiences anywhere in the world. The recordings will also form the foundation for a future virtual reality experience, which we plan to develop in 2026.


Carl Nielsen's life and work (2023)

VR exhibition, DR

Three VR films as part of an exhibition at DR Koncerthuset, Copenhagen, during the celebration of the Danish composer Carl Nielsen.

Co-produced with Immersive Stories

The aim is to encourage the audience at DR Concert Hall to immerse themself in the life and work of Carl Nielsen.


coxAR (2023)

Web, Augmented Reality exp. - Danida and Danish Ministry of Education.

How do you put a million people's reality into the hands of a classroom?

Danish students have the opportunity to visit the world's largest refugee camp. Located in Cox's Bazar, Bangladesh, it is home to approximately one million people - all refugees who fled neighbouring Myanmar from 2017 onwards.

The Online platform includes various materials from Bangladesh, such as 360 photos, 3D-scanned objects, and video interviews.  

Through their mobile devices, the students can explore and interact with the material from Cox's Bazar. They are motivated to gather knowledge about living conditions, explore possibilities, and meet the people who live there. All of it becomes the foundation for their later work.

CoxAR is developed in collaboration with Leg med IT, Danish Red Cross, and the Foundation for Entrepreneurship. 


About

Panorama VR is an Aarhus-based XR production company specialising in virtual reality, 360° film, 3D, and interactive e-learning. We design and produce immersive experiences for museums, NGOs, humanitarian organisations, and companies - helping them tell stories that audiences don't just watch, but truly feel.

We believe the most powerful communication happens when people are placed inside a story rather than in front of it. Whether it's transporting students into the world's largest refugee camp, digitally preserving an old museum exhibition, or bringing the realities of armed conflict into a classroom through VR - we craft experiences that educate, move, and create lasting impact.

Our work spans educational campaigns, storytelling, and branded XR content. We collaborate closely with our clients from concept to delivery, combining narrative design, immersive technology, and pedagogical thinking into every production.

Panorama VR was founded by Janus Heiberg Madsen and is based at Kollektivbyen Aarhus, Denmark.