Scalable Inflight Extended Reality

MSM.digital and PICO Build an XR Platform for Airline Cabins

MSM.digital is preparing an aviation extended reality offering with PICO that turns in-flight virtual and mixed reality into a broader passenger platform for airlines. Instead of isolated headset trials, it combines entertainment and interactive content with the safety and operating requirements needed for cabin use across larger fleets.

Airline teams can try the XR system through private demos at Booth 1017 during APEX FTE EXPO in Singapore. The event runs Nov. 18-19, 2026. The system draws on airline deployments and addresses issues such as device handling and battery management, so crews are not left with a standalone content product that is difficult to run on board.

Booth 1017 turns XR into a B2B evaluation tool that airlines can test against storage, staffing and onboard revenue goals. Treating immersive media as an additional digital layer widens how carriers can use it without replacing the rest of their in-flight entertainment setup.

Image Credit: MSM.digital

Cabin-ready XR Platforms
Integrated hardware, content, and operational controls create openings for immersive passenger services that can scale beyond limited headset pilots.
Immersive Inflight Commerce
Virtual and mixed reality cabin layers could expand onboard retail, destination previews, and premium media into new revenue environments for airlines.
Operationalized Entertainment Tech
Entertainment systems designed around crew workflows, storage, charging, and safety compliance signal a shift toward media products built for fleet-wide deployment.

Where This Applies

Airline Passenger Experience
Immersive cabin platforms introduce new ways for carriers to differentiate service quality while extending digital engagement throughout the journey.
Extended Reality Hardware
Aviation-grade headset ecosystems reveal demand for durable, manageable devices tailored to regulated shared-use environments.
Inflight Entertainment
Mixed reality content layers position traditional seatback and wireless entertainment providers to evolve into broader interactive media ecosystems.
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