GIGXR was formed in 2019 by an expert team of educators, nursing specialists, 3D designers, technologists, and futurists to address the shortcomings of traditional 2D curricula with cutting-edge immersive teaching and training solutions.
Our mixed reality platform and applications, which blend physical and digital elements to enable ultra-realistic and collaborative 3D learning environments built for hybrid and remote classes, include over four years of R&D, with solutions that are backed by extensive peer-reviewed research. We’ve earned the confidence of Elsevier, Microsoft, the United States Department of Defense, and even the National Health Service to foster a critical ecosystem of institutions, content providers, and device manufacturers who are at the forefront of mixed reality teaching and training.
Touted as one of the few XR companies that seeks out and meets a real need in the market, we now have a global roster of leading educational institutions using our flagship applications, HoloPatient and HoloHuman, and are continuously developing new solutions that powerfully impact the way the world uses mixed reality solutions for enhanced learning outcomes.
David King Lassman is an entrepreneur with over 25 years experience in EdTech, AdTech and digital content spaces. As the current CEO of GIGXR, he leads teams across three continents in building and driving innovation around extended reality (XR) medical education and enterprise learning.
Joy started her career as a trauma nurse, applying first-hand experience to scale simulation training as former (insert role) at CAE and (insert previous company). At GigXR, Joy helps institutions enhance, scale and save on healthcare training through use of immersive 3D simulation solutions.
Garry has worked as an educator and technologist for over 30 years and was formerly Head of Global Sales for Pearson Immersive. Garry’s career has been focused on developing and driving 3D teaching solutions for hundreds of institutions and thousands of students around the globe.
Ksenia is experienced in immersive education as a developer and designer, previously leading VR video development at Pearson. At GigXR, Ksenia focuses on research and development of cutting-edge 3D solutions and prototypes to solve 2D and VR learning limitations using XR and AI.
Stephen applied his master’s degree in biomedical engineering to a career creating AR/VR/MR experiences for military and retail, and managing multi-million projects at Raytheon Technologies. He leads cross-platform app development and strategy at GigXR incorporating patient practice perspective as a former EMT and firefighter.
Lindsey carries 15 years leading media relations and go-to-market launch strategies for startups intersecting SaaS, healthcare and AR. She drives GigXR’s public relations, thought leadership and marketing strategies, event activations and speaking.
Michael is an experienced CFO with more than 20 years experience with high-tech startups, including Maker and SnapChat. He is also the Founder of Whitehart Ventures, a venture capital group that was founded with GigXR CEO David King Lassman.
Linda leads client implementation and support with hands-on training and consultation on pedagogical and curricular integration. Linda was formerly Head of Implementation for Pearson Immersive, led STEM course strategy and deployment, and holds a PhD in chemistry from Yale.
Chris draws on his 20 years of experience as a technology researcher and executive to develop standout, award-winning products. He is dedicated to applying deep market research to shape GigXR’s solutions that meet very specific institutional and industry stakeholder needs.
Tony is an experienced startup CTO, founding three companies and serving as the CTO at Harmony, Aggregage, TechEmpower and others. Tony leads GigXR’s product team in developing hyper-realistic 3D teaching solutions that are deployed via its immersive learning platform.
Nick is a software developer and system architect manager at GigXR. Nick has worked with Unity for nearly a decade, having built interactive, immersive simulations for both training and gaming industries.
Vahe is a system engineer and architect who leads the R&D and product development efforts at GIGXR. For the past decade, he has provided guidance and R&D to startups using AR/VR/MR technologies in various fields such as education, entertainment, and consumer products.
Julia specializes in game development, DevOps, 3D art, and UI/UX design, and was a former software engineer at Raytheon, developing software and automating software testing. She was also a computer science tutor and research student at leading universities.
Nic specializes in XR Development and Design and was a former software engineer at Charles River Analytics. He cut his teeth in reality innovation at Raytheon as a VR Intern. His research has been featured in Frontiers and IEEE VR while as a Research Assistant at the University of Texas at Dallas.
Ryan specializes in game development, computer graphics, bottleneck analysis and optimization as a 3D engineer and brings teaching perspective to GigXR as a former university lecturer focusing on programming languages, analysis of algorithms, computer graphics and game development alongside research in discrete mathematics and combinatorial algorithms.
Mateo is a 3D generalist and experienced designer focusing on 3D art, UI/UX design and game development. His passion is in creating immersive experiences through the power of AR/VR/MR, inspired by travels and the world as his creative reference book.
Galen is a senior 3D artist at GigXR, specializing in art, coding and creation of visualization holographic software. Galen comes from Case Western Reserve University, serving as vanguard for multiple anatomy model creations. He was previously a professional figurative sculptor and started his career in WebXR (then Web3D) in Silicon Valley.