EON Reality
Software company providing immersive virtual reality, augmented reality, and extended-reality learning solutions.
Last updated August 24, 2026
Overview
EON Reality is a privately held software company focused on virtual reality (VR), augmented reality (AR), and broader extended-reality (XR) applications for learning, training, simulation, and knowledge transfer. Founded in 1999 by Dan Lejerskar, Mikael Jacobsson, and Mats W. Johansson, the company developed from an immersive-technology business into a provider of interactive 3D software and educational infrastructure for corporations, universities, governments, and entertainment organizations. The company’s core proposition is the use of immersive 3D content to make technical, vocational, academic, and operational knowledge easier to visualize and practice. Its tools have been positioned for industrial training, education, product demonstration, sports coaching, cultural heritage, and enterprise workforce development. EON Reality has worked with or supplied technology to organizations including Boeing, Microsoft, Lexus, Cornell University, ExxonMobil, and a range of educational institutions and sports organizations. Its international footprint has included subsidiaries or innovation centers in locations such as Gothenburg, Singapore, Bologna, China, and the Dominican Republic, in addition to its United States headquarters. A major part of EON Reality’s development has been its education strategy. The company has established or supported interactive digital centers, innovation academies, coding schools, and virtual-reality learning programs. These initiatives have combined software deployment with instruction in coding, 3D modeling, design, augmented-reality development, and applied technical subjects. Partnerships with Duncanville, Texas; Eastern Iowa Community Colleges; Lehman College; and other institutions illustrate the company’s emphasis on embedding immersive technology in formal education and workforce preparation rather than treating VR solely as an entertainment medium. EON Reality has also pursued industrial and commercial applications. Its work has included training and development deployments for Brazil’s SENAI industrial apprenticeship network, a turnkey 3D and XR project for the historic Bait Nassief site in Saudi Arabia, operator-training technology licensed for ExxonMobil, and an augmented-reality interface for Tridonic’s connected lighting systems. In 2020, it announced a strategic relationship with Dell intended to promote AR and VR products. The company has also worked with Epson and SO Sofitel Singapore on an augmented-reality hospitality experience. The company’s product direction has increasingly emphasized authoring tools, reusable digital assets, and AI-assisted knowledge delivery. EON Creator AVR was released as a free mobile application for Android and iOS, enabling educators and other users to create learning experiences from EON’s content library. EON AR Knowledge Injection subsequently extended the platform concept through features associated with artificial intelligence, Internet of Things data, and geolocation-based annotations. The company has described its library as containing hundreds of thousands of assets and lessons, although current scale and operating metrics are not established in the supplied sources. EON Reality has also operated in sports through EON Sports, a subdivision formed in 2013. Its sports products have included football and baseball training systems, recruiting and fan-engagement experiences, and partnerships with professional and collegiate organizations. Reported users and partners have included the Tampa Bay Buccaneers, New England Patriots, San Francisco 49ers, Dallas Cowboys, Tampa Bay Rays, UCLA, Ole Miss, Syracuse University, the University of Kansas, the University of Miami, Penn State, and the Yokohama DeNA BayStars. By 2020, EON Reality and its innovation centers were reported to employ approximately 150 people worldwide. The company remains a private XR software and solutions provider, with its exact current corporate structure, financial performance, and…
History
EON Reality was established in 1999 by Dan Lejerskar, Mikael Jacobsson, and Mats W. Johansson. From its early development, the company concentrated on immersive 3D and simulation software intended to support training, visualization, and knowledge transfer. Rather than limiting its products to consumer entertainment, EON Reality built a business serving industrial companies, educational institutions, public agencies, and sports organizations. One early strand of the company’s technology development involved Microsoft’s TouchLight technology, which EON Reality licensed through Microsoft’s IP Ventures Program in 2006. This helped place the company within the emerging market for interactive 3D and gesture-oriented visualization. Its later work broadened into sector-specific training and educational deployments. In September 2010, EON Reality supplied products for training and development at a technology center operated by SENAI in Brazil, linking its software to industrial apprenticeship and workforce development. The company expanded its international research and education presence during the 2010s. In March 2013, it opened an interactive research and development center in Manchester, England, and established an Entrepreneur Coding School teaching coding, 3D modeling, design, and development. EON Reality also created EON Sports as a subdivision in 2013. The sports unit developed immersive coaching and simulation products, beginning with football training and later extending to baseball, recruiting, fan engagement, and collegiate sports media. Education became a central part of EON Reality’s operating model. In November 2014, it partnered with Duncanville, Texas, to establish a virtual-reality school. In 2016, it announced an educational training center with Eastern Iowa Community Colleges and a project with Lehman College to create an Interactive Digital Centre at a Bronx satellite campus. The company’s Innovation Academy began offering augmented-reality design classes in January 2017. Eastern Iowa Community Colleges later received a $748,218 grant for curricula covering water and wastewater systems, agricultural technology, and conservation, developed in partnership with EON Reality. EON Reality also pursued cultural, industrial, and commercial applications. In April 2015, it worked with Saudi Arabia’s tourism and antiquities authority on a turnkey 3D, VR, and AR solution for Bait Nassief, a historic site recognized as part of a UNESCO World Heritage setting. The following month, ExxonMobil awarded the company a global commercial license for immersive 3D operator-training simulator technology. In 2017, EON Reality collaborated with Tridonic on an AR interface for connected industrial lighting and supported an Epson and SO Sofitel Singapore augmented-reality experience. The company’s authoring and content strategy became more visible in 2016 and 2017. EON Creator AVR, a free mobile application for Android and iOS, allowed teachers and other users to build AR and VR learning experiences from EON’s asset and lesson library. In April 2017, EON Reality announced EON AR Knowledge Injection, an update that connected augmented-reality annotations with artificial intelligence, Internet of Things information, and geolocation. These products reflected the company’s effort to make immersive content more reusable and applicable to practical instruction. International expansion continued with the creation of EON Reality Norway AS in December 2016 and locations in Hamar and Elverum. The company also maintained or reported operations in Gothenburg, Singapore, Italy, China, and the Dominican Republic. In July 2020, it announced a strategic relationship with Dell to promote AR and VR products. Around that time, EON Reality and its innovation centers were reported to employ approximately 150 people worldwide. The supplied sources do not establish current revenue, ownership, executive leadership, or the precise status of every historical subsidiary. EON Reality is nevertheless described as an active private company whose principal identity is an enterprise and education-focused XR software provider.
- 2020Strategic relationship with Dell
EON Reality announces a relationship with Dell to promote AR and VR products.
- 2017EON AR Knowledge Injection is announced
The company announces an AR platform update incorporating AI, IoT, and geolocation-linked annotations.
- 2016EON Creator AVR is released
EON Reality launches a free mobile AR and VR learning authoring application for Android and iOS.
- 2016Norwegian operations are launched
EON Reality Norway AS is launched with locations in Hamar and Elverum.
- 2013Manchester research center opens
EON Reality opens an interactive research and development center in Manchester and an Entrepreneur Coding School.
- 2013EON Sports is established
The company forms EON Sports as a subdivision focused on athletic VR training and related sports experiences.
- 2010SENAI training deployment in Brazil
The company supplies products for training and development at a SENAI technology center in Brazil.
- 2006TouchLight technology licensing
EON Reality licenses Microsoft's TouchLight technology through the Microsoft IP Ventures Program.
- 1999EON Reality is founded
Dan Lejerskar, Mikael Jacobsson, and Mats W. Johansson establish EON Reality.
Products and positioning
An immersive-learning and enterprise XR solutions provider focused on education, workforce training, industrial simulation, and applied knowledge transfer.
EON-XR PlatformExtended-reality learning platform
EON-XR is the company's branded extended-reality learning and knowledge-transfer offering. It is positioned around immersive 3D instruction, augmented-reality experiences, virtual-reality training, and the creation or delivery of educational and enterprise learning content. The supplied reference material identifies it as a flagship offering but does not provide a definitive launch year or complete current feature list.
EON Creator AVRAR/VR content-authoring application2016
EON Creator AVR was introduced as a free Android and iOS application for creating augmented- and virtual-reality learning experiences. Teachers and other users could draw on EON Reality's asset and lesson library rather than developing every immersive element from scratch. The product supported the company's education strategy by making interactive 3D content creation more accessible to schools and training organizations.
EON AR Knowledge InjectionAugmented-reality knowledge platform2017
EON AR Knowledge Injection was announced as an update to EON Reality's AR and VR platform. Its stated concept connected digital annotations to physical objects and locations, using artificial intelligence, Internet of Things information, and geolocation. The intended applications included contextual instruction, equipment guidance, and knowledge delivery in real-world environments.
EON Sports SidekiqSports virtual-reality simulator2015
Sidekiq was an EON Sports football simulator used for athletic training and reported as a tool for professional and collegiate sports programs. The product applied VR to the analysis and rehearsal of football situations, with reported use by organizations including the Tampa Bay Buccaneers and investment from several other National Football League teams.
Project OPSBaseball VR training solution2015
Project OPS was a baseball training initiative announced by EON Sports in collaboration with Jason Giambi. It extended EON Reality's sports portfolio beyond football and was reported as being adopted by the Tampa Bay Rays. The supplied material does not specify the product's current commercial status or detailed technical specifications.
Immersive 3D Operator Training SimulatorIndustrial training simulator2015
This industrial simulation technology was licensed globally to EON Reality by ExxonMobil for commercial use. It was intended to support operator training through immersive 3D environments and simulated industrial procedures. The reference material does not identify a separate consumer product name, pricing model, or current availability.
Flagship businesses
- EON-XR Platform
- EON Creator AVR
- EON AR Knowledge Injection
- EON Sports Sidekiq
Marketing campaigns
- 2017SO Sofitel Singapore augmented-reality experience
Singapore
EON Reality software was used by Epson in an augmented-reality experience created with SO Sofitel Singapore.
Outcome. The initiative applied AR to hospitality and brand experience rather than classroom or industrial training.
- 2017ACC men's basketball tournament VR content
United States
EON Sports partnered with creative agency Twelfthman, Raycom Sports, and the ACC men's basketball tournament to present tournament-related content in virtual reality.
Outcome. The project extended EON's sports technology into fan engagement and event media.
- 2015Bait Nassief immersive heritage project
Saudi Arabia
EON Reality worked with Saudi Arabia's tourism and antiquities authority to develop a turnkey 3D, VR, and AR experience for Bait Nassief, a historic site associated with a UNESCO World Heritage location.
Outcome. The project demonstrated an application of immersive technology to cultural heritage and visitor interpretation.
Brand decisions
- 2020Strategic relationship with DellStrategy
EON Reality sought broader promotion and distribution of immersive computing products as enterprise interest in AR and VR developed.
What changed. The company announced a strategic relationship with Dell to promote AR and VR products.
Aftermath. The supplied source does not describe the commercial terms, duration, or measurable results of the relationship.
- 2017Introduction of EON AR Knowledge InjectionGeneration change
EON Reality was developing ways to connect immersive learning with real-world equipment, environments, and contextual data.
What changed. The company announced an updated AR platform using AI, IoT, and geolocation to attach knowledge annotations to physical objects and places.
Aftermath. The announcement signaled a move toward context-aware enterprise and educational AR, but later performance and commercialization are not documented in the supplied material.
- 2016Launch of EON Creator AVRProduct launch
The company sought to broaden access to immersive learning and make content creation available to educators and other non-specialist users.
What changed. EON Reality released a free Android and iOS application for authoring AR and VR learning experiences from its content library.
Aftermath. The application supported the company's education-led platform strategy, although adoption and current product status are not established in the supplied sources.
- 2015Expand immersive technology into industrial and heritage applicationsStrategy
EON Reality was pursuing use cases beyond entertainment and general visualization, including operator training and cultural-site interpretation.
What changed. The company entered the Bait Nassief heritage project in Saudi Arabia and received a global commercial license from ExxonMobil for immersive 3D operator-training simulator technology.
Aftermath. These initiatives reinforced EON Reality's positioning as an applied XR provider for institutions, industry, and public-sector projects.
Recent events
- 2020EON Reality announces strategic relationship with Dell
EON Reality announced a strategic relationship with Dell intended to promote augmented- and virtual-reality products.
M&A - 2017EON Reality announces EON AR Knowledge Injection
The company announced an update to its augmented- and virtual-reality platform using artificial intelligence, Internet of Things data, and geolocation to attach annotations to real-world objects.
Product launchProduct generation - 2017EON Reality collaborates with Tridonic on an augmented-reality lighting interface
EON Reality and Tridonic worked on an AR interface for Tridonic's Internet of Things-enabled industrial lighting technology.
Product launch - 2017EON Reality supports immersive hospitality experience in Singapore
EON Reality software was used by Epson in an augmented-reality experience created with SO Sofitel Singapore.
CampaignProduct launch - 2017EON Reality and education partners develop Iowa technical curriculum
Eastern Iowa Community Colleges received a $748,218 grant to develop water and wastewater, agricultural technology, and conservation curricula in partnership with EON Reality.
Other - 2017EON Reality expands collegiate and professional sports VR initiatives
The company announced or participated in projects involving the University of Miami, Penn State, the ACC men's basketball tournament, Twelfthman, Raycom Sports, and Japan's Yokohama DeNA BayStars.
CampaignProduct launch - 2016EON Reality releases EON Creator AVR mobile learning application
EON Reality released a free Android and iOS application that allowed users to create AR and VR learning experiences using the company's content library.
Product launch - 2016EON Reality expands education partnerships in Iowa and New York
The company announced an educational training center with Eastern Iowa Community Colleges and a partnership with Lehman College to build an Interactive Digital Centre in the Bronx.
Other - 2016EON Reality opens Norwegian operations
EON Reality launched EON Reality Norway AS and opened locations in Hamar and Elverum.
Other - 2015EON Reality develops immersive heritage solution for Bait Nassief
EON Reality worked with Saudi Arabia's tourism and antiquities authority on a turnkey 3D, VR, and AR solution for Bait Nassief, a UNESCO World Heritage site.
Product launch - 2015ExxonMobil awards EON Reality a global license for immersive operator training
ExxonMobil awarded EON Reality a global commercial license covering immersive 3D operator-training simulator technology.
Other - 2015Professional sports organizations adopt EON Sports Sidekiq
The Tampa Bay Buccaneers announced use of EON Reality's Sidekiq football simulator during training camp; the New England Patriots, San Francisco 49ers, and Dallas Cowboys were also reported as investors in the technology.
Other - 2015EON Sports launches Project OPS baseball training initiative
EON Sports announced Project OPS, a baseball training solution developed with Jason Giambi, with the Tampa Bay Rays subsequently reported as a user of the technology.
Product launch - 2014EON Sports launches virtual-reality football training program
EON Sports introduced a VR training program for football players, later reported as being used by several universities and high schools.
Product launchProduct generation - 2014EON Reality partners with Duncanville to establish a virtual-reality school
The company partnered with Duncanville, Texas, on the creation of a school using virtual reality in education.
Other - 2013EON Reality opens interactive research and development center in Manchester
The company opened an interactive research and development center in Manchester, England, and also established an Entrepreneur Coding School focused on coding, 3D modeling, design, and development.
Other - 2010EON Reality supplies immersive training technology to Brazil's SENAI network
EON Reality supplied products for training and development at a technology center operated by SENAI, Brazil's industrial apprenticeship service.
Other
Sources
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