Immersive education, innovation and training HUBs

Spaces where knowledge becomes experience.

From learning to practice
WayGroup HUB room: a participant wearing a virtual reality headset practices alongside an instructor and a healthcare training mannequin.
WayGroup HUB room: a participant wearing a virtual reality headset practices with a simulation device alongside an instructor and a driving station.

Companies, occupational risk insurers (ARL) and educational institutions can have their own immersive education and training spaces, integrating WayGroup's models, simulators and technologies within their facilities.

Each HUB is designed around the organization's educational goals, the skills it seeks to develop and the populations it serves, creating an ecosystem where instruction, experimentation, practice, training and assessment converge.

From learning to practice

A HUB is not just a technology space. It is an educational environment designed for learning, experimenting, practicing and training through immersive experiences and haptic integrations.

It can bring together different areas of knowledge and training, from science, technology and technical education to occupational health and safety, mobility, emergencies, industry, construction or agriculture, within a single ecosystem.

Education

Spaces that complement academic and technical education through experiences that make it possible to understand concepts, experiment, practice and apply knowledge.

AI-generated illustration. Participant wearing a white virtual reality headset focuses a binocular microscope in a laboratory.
Training

Controlled environments for developing skills, practicing procedures, making decisions and facing situations that would be complex, costly or risky to reproduce in real conditions.

AI-generated illustration. Participant wearing a hard hat, virtual reality headset, controllers and a harness practices work at height on an industrial plant structure.
Assessment and evidence

The experience can be integrated with assessment and traceability processes that identify gaps, measure performance and support the participant's progress.

AI-generated illustration. Hands hold a tablet showing a results chart; behind it, a participant wearing a white virtual reality headset holds two controllers.

A HUB for every organization

Companies
In-house education and training spaces to strengthen knowledge, develop skills and support the continuous training of their teams.
Occupational risk insurers (ARL)
Centers for developing education, prevention and training programs that make it possible to work with companies and workers through practical, measurable experiences.
Educational institutions
Laboratories and immersive education spaces that connect academic instruction with experimentation, practice and skill development.
Immersive training room with several simulators in use: participants wearing virtual reality headsets practice on motorcycle and driving simulators while other attendees look on.

What would your organization's HUB look like?

We design immersive education and training spaces according to each organization's training needs, infrastructure, population and goals.

I want to create my HUB