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Tomorrow’s training today

VR and AR bring new and powerful efficiencies to business and industry.

 

Scroll down to learn how.

VR and AR bring new and powerful efficiencies to business and industry.

 

Scroll down to learn how.

Unprecedented training efficacy.

Studies have shows that trainees can have up to 75% more effectiveness when trained in XR iterative training.

Advanced use of the emerging medium

Deliver anywhere, anytime training, reducing travel costs through synchronous or asynchronous training modules.

Safety

Provide the most effective safety training, simulating hazards and dangers without true hazard or danger.

Cost effective

Simulate sophisticated technology, reducing acquisition costs and production losses associated with taking equipment offline for training purposes.

Immersion aids recall

Those trained in VR have shown a 28% better information recall and made 41% fewer errors than those trained non-VR.

Unprecedented Learning.
Advanced Proficiency.

For the first time, immersive and very realistic experiences can be designed that accurately simulate the workplace. Whether it’s a laboratory machine, an assembly line robotic, or a customer service kiosk, we can create compelling three dimensional spaces and situations that optimize training like never before.

 

Users can repeat to achieve expected proficiency. They may fail without risking customer satisfaction or product quality. They may even experience dangerous situations with no real danger, empowering them with know-how when in hazardous conditions. Practice in Virtual Reality produces better real-world performance. 

WHY AND WHO

GraspXR founders Dan Beaupré and Tom Schmidt bring their deep experience producing television, multimedia, and educational experiences for iconic brands to Virtual and Augmented Reality. Applying proven storytelling and educational product design practices to these new platforms, GraspXR groundbreaking effectiveness to training for industry, R&D, and academia. 

Tom Schmidt

Tom has been at the leading edge of applying new technology to storytelling for four decades. He is a multi-Emmy winner, most recently for his groundbreaking work on ESPN’s E:60. In 2017, he was nominated for producing College Gameday's "Jacob Jarvis: Why it Matters," ESPN's first narrative Virtual Reality experience. In 2013, he was awarded the Lumiere for the industry’s first 4K documentary production.

 

Before starting his production company, Percolate Digital, he was Creative Director at the Associated Press Broadcast Center, and ushered in the first online news graphics library: GraphicsBank. 

Dan's an educational experience designer who has devoted his entire career to creating transformative experiences. He is the founder of One Giant Leap and served as Vice President of Experiences at the National Geographic Society, where he led the National Geographic Bee, Giant Maps program, Citizen Science, National Geographic Explorers Camp, and the GeoChallenge.

 

Dan is the recipient of awards and fellowships from the National Endowment for the Humanities, the Danish- American Fulbright Commission, and the Geraldine R. Dodge Foundation. In 1998, he received the Distinguished Teacher Award from the White House. Dan has served on the National Parks Service Education Advisory Board, and boards of Kids4Peace, the National Scenic Visitors Center, and Girls Can Do. He has a B.A. in History from the University of Vermont and a M.Ed. from Harvard University.

Dan Beaupré

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