Bavaria Film Interactive

The Corporate Video Company


A pen revolutionizing industry 4.0

Recently we created a teaser for the very new Holo-Stylus powerd by Hololight.


Bavaria Film Interactive GmbH is a film production agency specialising in corporate videos for promotional, advertising and training purposes. We have been visualizing the messages of companies such as BMW, HypoVereinsbank, SAP and Volkswagen since 1997. Our headquarters are located south of Munich, in Geiselgasteig, on the grounds of Bavaria Film Studios.
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We turn content into film for large enterprises and for international brands.
Our expertise: distinctive corporate video formats and video management systems.
Our differentiation: international locations and global audiences.
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  • Corporate Video Production

  • Corporate Video Plattform

  • Corporate Video Consulting



Better Than Reality? Advantages and disadvantages of virtual learning worlds

Just let your imagination go wild… Virtual Reality (VR) allows a fascinating view into what will be possible in the future. Like in Star Trek we might be able to relax in ‘Holosuites’, meet imaginary people from the past and decide what we want to do where and when. The imagination has no limits – the implementation, however, still has.

Nevertheless, the importance of VR is growing constantly. It’s no longer just gamers who dream of virtual worlds. Companies are pondering how to facilitate potential savings in employee training. The required hardware and software components are being developed continuously, acquisition costs have therefore fallen and Virtual Reality is becoming more interesting and attractive by the day.

What is Virtual Reality?

These are the three terms/abbreviations that you should know when dealing with Virtual Reality:

  • VR = Virtual Reality: Techniques that enable real-time, realistic perception of computer-aided simulations. This definition also includes human interactions with the individual elements of the simulation.
  • AR = Augmented Reality: The perception of reality is augmented by virtual elements. Think of the game Pokémon Go, or the new app of a Swedish furniture store, with which can show virtual furniture in your home.
  • MR = Mixed Reality: This is where the real and the virtual world meet. This interaction of real and virtual objects is already used in medicine. Certain virtual elements are displayed during operations so that surgeons can see exactly where to place the scalpel.

Virtual Reality as a Learning Environment

The main question for VR in education is: Do students benefit from a virtual learning experience? The answer is a definite ‘yes’. Many studies have been able to prove this. One positive effect for example is spatial awareness. The student believes to be in an artificial environment, enhancing his feeling of being present in a situation. We’ve known for a long time that this kind of real life experience is a crucial factor for successful learning. It makes a difference whether you study alone at a desk or with a teacher / group in a suitable learning environment. Another advantage are the many different sensory channels that are addressed during learning. Researchers in the field of education know that the more sensory channels are involved, the better the brain can actually create networks and later recall content. A virtual reality is therefore also an effective means to support learning. It is also an attractive alternative if the learning process is very costly or dangerous under real world conditions. And: the virtual learning world can also be adapted to the individual abilities of the student.

Disadvantages of VR

With so many advantages, there come some disadvantages as well. All this choice can have a counterproductive effect on the student who might get lost in all the variety on offer. Science calls this cognitive overload. If the didactic concept is not well thought through, this might make it difficult for the user to navigate the virtual environment as there might be no capacity left for the actual topic. This could result in frustration, demotivation and, above all, a learning impulse that leads into nothing. In the worst-case scenario, this means that VR is useless.

But the reverse case is possible as well. A very sophisticated and demanding virtual environment can trigger great fascination. The student might be so excited about VR that he does not perceive the learning incentives as such and has to repeat the same lesson several times.

And finally, so called simulator sickness might cause problems as well: this term summarizes a variety of symptoms such as nausea, disorientation and dizziness. Simulator sickness is probably triggered by the fact that the senses, which process the information about position and movement of the body, report different “data” to the brain. The symptoms can be so severe that studying might need to be halted.

The Content Suppliers’ Job

VR supports the important process from theoretical knowledge to its actual application. For content suppliers, this causes some challenges. As I explained earlier, the sheer enthusiasm for virtual content and the wealth of possibilities can overwhelm users. The content must therefore be developed with great care so that it is perfectly adaptable to the technology as well as its user. The important didactic concept of reducing complexity is even more difficult to implement in the virtual learning world. But in the end, it’s the only way to avoid overloading the user.


Virtual reality is truly inspiring! From the content suppliers’ perspective, however, there are always some questions remaining: are there any easier ways to present the learning content? And: do I really utilize the great advantages of a virtual learning environment with the kind of content that I want to convey? Or in other words, do I really increase the user experience by pretending to be on location and do I speak to enough sensory channels? A VR project should only be considered, when these questions have been clarified, as effort and costs for a virtual learning environment are still relatively high.

VR, AR and MR will be THE future trend – also in the education of employees. The possibilities are already fascinating. The development and use of VR is sustainable and learning with the help of Virtual Reality becomes efficient when content suppliers achieve to convey content in a way that users can both understand as well as retain. This is true in the virtual as well as in the real world of course

External further reading and watching:
The Cologne Cathedral:, Function of an engine:



  • We would like to thank the entire Volkswagen TV team at BFI for its great dedication, new ideas and professional work. We look forward to working together in the future!

    Torsten Gorselanzyk , Team Leader Volkswagen TV
    Volkswagen AG
  • Fabulous, wonderful job, Team!! Could not be a better video — simple, clear, beautifully produced, good interviews, good info, fun to watch.

    Sam Juneau, Vice President, SAP Global Corporate Affairs
    SAP SE
  • Several business units at BMW Group have their corporate videos produced by Bavaria Film Interactive. We have been collaborating closely on such productions since 2001.

    BMW Group
  • Audi AG and BFI are business partners: Over the years BFI has created several hundred training films and operates the video platform for Audi Service Training.

  • Recruiting videos can be cinema hits! Thanks so much to Bavaria Film Interactive for making a cinema commercial for our “Never the same day twice” campaign that is highly creative and of excellent cinematic quality.

    Hermann-Josef Knipper, Director of Corporate Communications
    Allianz Deutschland AG
  • With the adaptation of our scenario study „Logistics 2050“, you have created a very succinct film, whose unique visual language convincingly portrays the ideas of our study.

    Johannes Oppolzer, Corporate Communications and Responsibility
    Deutsche Post - DHL
  • We appreciate our trusted collaboration with Bavaria Film Interactive. For many years they have been a reliable partner providing state-of-the-art solutions in terms of video asset management et al. for our company.

    Charles Schmidt, Head of Creations and Global Communications
    Krones Group
  • We have had a trusting working relationship with BFI since the launch of our corporate video format V!A in 1996. I would like to thank BFI and all of the editors who have helped realise our productions.

    Felix Göttler, Head of Corporate Communications



+49 89 6499 2288


Bavaria Film Interactive GmbH
Bavariafilmplatz 7
82031 Geiselgasteig