Immersive Educational Experiences


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About Implied Motion - Virtual Reality Education

We are next generation virtual reality education content and software development company located in Vancouver, Canada and Sydney, Australia.
A virtual reality think tank of new concepts in augmented and virtual video production, post-production and delivery.

Immersive Virtual Reality Content

Virtual Reality education through immersive 360 2D and 360 3D content takes you to places all around the world. Visit hard to reach locations anywhere in the World in an instant. Walk through ancient monuments. Travel to remote areas and see endangered rainforests, Antarctic landscapes or even travel in space.

Engaging Virtual Reality Education Experiences

Virtual Education which engages the viewer and educates them in new ways. Interactivity in a 360 / 3D virtual World. Viewers interact with dynamic virtual reality content which displays dynamic information based on where the viewer looks or clicks in a 360 degree spherical virtual space. Viewers are engaged by the appearance of elements which can appear or disappear. Informational banners can appear or a video or audio file can played.

Multi-Plot Story Virtual Reality Immersion

360 / 3D immersive educational stories which change depending on what the viewer looks at while the story is being played. Engaging virtual reality content and virtual reality education interacts with the viewer by creating “hotspots” of interactivity. Immersive virtual reality storytelling in virtual reality creates a movie-like experience where the viewer changes the outcome of the story.

Tactile Virtual Reality Education Instruction

With the explosion of tactile virtual realty gloves and interactive 360 / 3D computer generated animations, real-time virtual lessons can be created in the trade and technical fields. Complex tasks can be remotely taught as students are able to virtually manipulate machine repairs or surgical procedures. Teachers can view a student’s actions in real-time creating valuable feedback before only available through practical labs.

Virtual Reality Education Learning Games

360 / 3D Virtual Reality mobile and desktop games which can teach students anything from basic math or spelling to complex cognitive reasoning. Immerse virtual reality games interact with viewers in real-time and can provide feedback about eye-movement, facial expressions, read heart-rates and much more. Real-time feedback to an A.I learning algorithm which changes the parameters of it’s lessons based on user feedback.

Virtual reality education Remote Learning and Interactivity

Virtual worlds of learning where students can talk and listen to other students, teachers or peers. Watch virtual seminars in real-time from any location in the World as both students and speakers interact in a virtual 360 space. Remote learning is the future and students can attend seminars and speaking engagements without ever having to leave their home-towns.

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Virtual Reality Blog

What is virtual reality? Why is it taking over the World as a new medium of teaching students.

  • SOCIAL STUDIES: Making Connections to Current Events (Student Age 10-11)
    SOCIAL STUDIES: Making Connections to Current Events (Age 10-11)Countryside Elementary School, Barrington, Illinois “My students recently completed a nonfiction, current events reading unit.  Shortly after finishing the unit, I was shocked to see the spire above Notre Dame, engulfed in flames, crumble to the ground. This made me think about the opportunity my students had lost. While churning this over in my mind, I had an idea. I could help students unpack this tragic current event, practice their close reading skills, AND still give them the opportunity to visit Notre Dame in all its glory using VR technology.” Paige Green Elementary School Teacher PRACTICAL SESSION Students discussed their prior knowledge on Paris, Notre Dame, and this new current event.  Afterward, we created a KWL chart to document what they knew about the event, what they wondered about the event, and what they learned about the news event. I introduced the news article and asked students to read it using close reading strategies. At the end of our discussion, one student said she thought the fire at Notre Dame would be like the United States losing the White House or the Statue of Liberty. Another student stated, “I think people will be sad that they can never see Notre Dame again. Some people there have probably never seen it.” This comment helped me connect my current events lesson to using ClassVR technology. I asked students if any of them had been to Notre Dame and then told the students that they… Read more »
  • ENGLISH: Sharks VR (Student Age 10-11)
    ENGLISH: Sharks VR (Student Age 10-11)Fairview Elementary School, Fairfield, California “Students have been researching sharks from all over the world. We have gone over key words and vocabulary related to sharks and students have then written an informational text about a specific shark and have become shark experts.” Laura Obando Elementary School Teacher PRACTICAL SESSION I told my students that they will be writing a journal entry on a shark experience. They pretended they were divers looking for sharks. They used what we saw through ClassVR and/or used what we learned so far about sharks. We reviewed key words related to shark life, such as habitat, coral reef, and predator. I then walked students through their first VR experience. I played our first track “Adventures in Nature” and gave students thinking time to consider what they saw in the video. They paired up to share and discuss what they saw. We move on to “Diving with Sharks in Cuba” and “Shark in New Caledonia.” This time students made a list of words (adjectives) that described what they saw. Next, I played the “Shark Experience” track. Students then shared with their group how they felt about what they saw. I gave students a graphic organizer to help them organize their thoughts. The graphic organizer includes: “What I saw”, “Adjectives to describe what I saw”, “How I felt” and “Vocab words to include.” Students also had access to the “Great White Shark” track in case they want to use that shark in… Read more »
  • Virtual Footprints Issue 2: Facilitating Imagination
    Virtual FootprintsIssue 2: Facilitating Imagination Simon Luxford-Moore of Erskine Stewart’s Melville Schools (ESMS) in Edinburgh – a unique family of schools with a ‘diamond’ approach to education catering to 2800 students – takes the spotlight in Issue 2 of Virtual Footprints. Simon has taught for over seventeen years and has enjoyed a variety of roles at ESMS from Class Teacher (Primary 3), Year Group Leader (Primary 2, Primary 3, Primary 5 and Primary 7) and now as eLearning Coordinator across the three schools.  Whilst an advocate for the effective use of technology, Simon endeavours to ensure the focus is on teaching and learning, rather than the devices themselves, and has been a ClassVR Pioneer for 12 months. What brought you to VR as a learning tool? I visited the Scottish Learning Festival with the expectation of expanding the use of new technology.  Being new to my role at ESMS, I was very keen to focus on tools that improve not only teaching and learning, but also day to day teacher practice. What made ClassVR stand out? We’ve been ClassVR users now for around a year, and we decided to take the plunge after I’d investigated Red Box, Lenovo and Google Expeditions.  We were worried about purchasing a tool that would limit teacher creativity around the resource and were naturally very excited by the prospects of ClassVR due to it having such a broad use case. How has ClassVR changed the learning experience at ESMS? A classic lesson for Primary students… Read more »
  • MATHEMATICS: Lines and Angles (Student Age 14-15)
    MATHEMATICS: Lines and Angles (Student Age 14-15)Franklin High School, Livonia, Michigan “To begin this sequence of learning, we reviewed posters on different angles and lines to remind the students about key terminology. Then, we explored angles and lines around the classroom to enable students to have a tactile, first-hand experience of these concepts. Afterwards, we extended this to exploring for angles and lines around the school.” Terri Gogola High School Teacher PRACTICAL SESSION We began the session by reviewing the angles and lines posters; we then launched the lines and angles ClassVR playlist.  To encourage students to apply their understanding, we had them find lines and angles on the projected architectural buildings on the board. Using digital ink and dry erase markers, we identified the different lines and angles on the projected buildings. Afterwards, the students put the ClassVR headsets on to explore all the lines and angles in the virtual world. We used the dynamic point of interest to help facilitate the group in the experience while collaborating about the different lines and angles in the 360 degree experience. IMPACT ON LEARNING The students were 100% engaged during the entire lesson on lines and angles. They love using the ClassVR headsets to enhance their learning experiences. The verbal communication and collaboration that took place throughout the lesson was incredible! LEARNING AIMS: To identify a line and a shape (i.e. circle, square, triangle). To identify the attributes of lines, circles, and angles with equitant measure. To identify the attributes of… Read more »
  • ClassVR for Universities
    ClassVR for Universities Is ClassVR suitable for university students? This is a question we hear a lot within the Avantis offices, so our latest blog will be investigating exactly how and why ClassVR works so well within a university setting. As a teacher, one of the most interesting things I have discovered since working here at Avantis is the level of creativity with which educators from around the world have approached ClassVR. Teachers are often, by nature, a creative breed. We are used to building lessons from nothing and using whatever means necessary to light inspiring fires in young minds; however, when presented with new technology, we can often be sceptical. Not, it seems, when it comes to Virtual and Augmented Reality. Chris Bass Avantis Educational Specialist (UK) One of the great things about the ClassVR is that it gives users freedom to apply their own creativity using a variety of tools. So, while teachers of younger students may find it useful to build their own playlists from our resource library, explore coral reefs, or even build a village in Minecraft , some of the most interesting developments have come from higher education institutions and universities. For example, Dr Christina Kuhn from Oxford University has been doing some pioneering work using Augmented Reality to supplement her teaching of Ancient History at Lady Margaret Hall and the Oxford Classics Faculty. Using AR models as well as 360 images and videos, she gave humanities students a glimpse into the lives of gladiatorial… Read more »

Virtual Reality News

Find our the latest news about Virtual Reality and Augmented Reality.

  • Royal Mail App Adds Augmented Reality Resizer
    Augmented reality measurements is one of the most popular AR applications across a diverse array of industries including baggage measurements in airport, shoe size measurements during shopping and furniture measurements among others. The latest application is parcel measurements. The Royal Mail App now includes a new AR parcel sizer feature that helps users to determine the size of their parcels when sending or receiving them. Royal Mail App Parcel Resizer The Augmented Reality parcel sizer enables users to determine the size, format and price of their parcels. They will also be able to buy postage directly through the app thereby significantly streamlining and simplifying the parcel sending process. Amazon Alexa Integration The Royal Mail App also includes Amazon Alexa integration that will enable users to track items purchased on Amazon through Alexa by simply mentioning the code name that had previously been fixed for the mail item on the app. Once a user has set the code name, they just utter the words “Alexa Ask Royal Mail to track my item”. In turn the Alexa integration will prompt them to provide the reference number or alias of the item that they wish to track. The Alexa feature will then furnish the user with the latest status of the item once the reference number or alias has been confirmed. The user can set the alias. For example, they could provide it with a moniker such as “My cool wetshave kit” or “new iPhone”. Choose a description that you can easily memorize.… Read more »
  • Top Augmented Reality Trends to Watch for in 2019-2020
    What is the state of play for augmented reality now and in the coming year? Augmented reality, alongside virtual reality, 5G, and Artificial Intelligence have been touted as the emerging technologies most likely to have a transformative effect on our lives and work in the near future. Augmented reality is having a good run. There is a rapid growth in the exploration, investments and adoption of solutions that allow us to immerse ourselves into computer-generated worlds and overlay graphics onto our real-world field of view. Augmented reality solutions are growing ever sophisticated and they are also finding real-world, value-adding practical uses in diverse use-cases ranging from design to manufacturing, medical applications, training and retail. We are also seeing traction on the hardware front. Manufacturers are not only building more powerful and capable hardware that can relay high quality visuals but they are also reaching for the mainstream. With increasing innovation on this front, we are moving towards an immersive ecosystem where there will exist more intuitive ways of exploring and interacting with the virtual space. What does the short-term future portend for augmented reality? Here is a look at some of the top things to keep in mind on the augmented reality ecosystem. Augmented Reality Continues to Expand Augmented reality is on a steady trajectory of growth lately. According to the Venture Reality Fund, the number of AR companies has increased by 33% over the past year. Many companies, including startups and the more established players are moving in to… Read more »
  • XR Highlights This Week: Holoride In-Car Experience, Apple Glasses, Sony Ghostbusters, HiiiDii Smartglasses, Microsoft Floor Mat Patent  
    This was another busy week in XR with a string of new announcements, launches, patent applications and much more. Apple super-analyst Ming-Chi Kuo with a string of new predictions and confirmations on 2020 launches. Holoride is continuing to demonstrate its in-car virtual reality entertainment technology, this time in partnership with Ford and Universal and Microsoft filed patent for a new virtual reality floor mat! It should be interesting. Here is a recap of some of the top XR news this week. New HiiDii Smartglasses A new set of Kickstarter-funded smartglasses are about to hit the market. According to the Kickstarter page, the HiiiDii smartglasses will use a combination of gyroscope and blink-detection technologies that will allow users to control devices by clicking and dragging them using eye blinks and head movements as user inputs. HiiiDii Smartglasses These new clear glasses from GWD will also work with prescription lenses, have an impressive 10-hour battery life as well as a Bluetooth range of 30 feet. The HiiiDii smartglasses will work smoothly with Mac OS, Windows and Android and require only an hour of charging. The project is currently on Kickstarter and is expected to ship by 2020. Holoride Launches In-Car VR For the first time, Holoride’s in-car VR entertainment will be available to the general public at the Universal CityWalk in Hollywood from October 14th to November 9th. This time, Holoride will be partnering with Universal for the Bride of Frankenstein VR experience which will be mapped onto a Ford Explorer SUV… Read more »
  • Microsoft Flight Simulator Might Have VR Support After All
    During the launch of the Microsoft Flight Simulator a week ago, the tech giant had remained noncommittal on whether it might eventually incorporate virtual reality support. Microsoft Flight Simulator VR Mode However, in a latest podcast with Avsim (via Reddit), the Microsoft Flight Simulator lead developer Jörg Neumann has promised that his team would now try its “darnedest”, its utmost best, to integrate a virtual reality mode into the flight simulator even though this was not initially intended. The about turn has been a result of the massive outcry from the community, many fans had been expecting a VR mode now that virtual reality is increasingly becoming a central part of gaming. According to Neumann, support for VR wasn’t part of the team’s plan at all. But the team has been listening and they heard the outcry. Now the team will work towards trying its “darnedest to make it happen”. Neumann says he can’t commit on whether the VR mode will be available at launch at this point in time but the team is now strongly aware of the desire of the user community to have a VR mode and they are going to try and “prioritize that over other things.” The Microsoft Flight Simulator was first unveiled during the E3 2019 for both Xobox One and Windows 10. The sim utilizes ultra-high-resolution aerial imagery pulled from Bing Maps and leverages on machine learning technology from Microsoft’s Azure cloud to generate 3D scenery from the captured images on a global… Read more »
  • In Australia, University Students Using Virtual Reality and Augmented Reality to Learn Anatomy
    Could virtual reality and augmented reality replace textbooks in the classrooms of the future? One Australian university is already ahead of the curve. La Trobe University in Australia is now deploying virtual reality and augmented reality in helping students learn about human anatomy. The pilot program offers a 12-week AR-powered learning program. This is the latest sign that XR technologies are creeping into the learning environment in a very practical sense. The pilot program of the technology is meant to help students boost their spatial awareness, explorative learning and accessibility. The augmented reality application offers students a 24-hour access to three-dimensional anatomy images via their phones, iPad or computers. On campus, virtual reality headsets will be used to offer students access to virtual reality technology. Augmented reality technology enables students to not only visualize but also manipulate the anatomical structures and therefore develop a deeper understanding of the human anatomy. Students can even superimpose anatomical structures over their peers who can subsequently perform movements with the app to better understand concepts such as muscle function. The augmented reality anatomical technology can come in handy in teamwork as well as in self-directed learning. There is also the monetary incentive for using AR in learning. The use of the augmented reality technology will cost students AUD $10 which is roughly equivalent to USD $6.74 per student for the license. It is much cheaper than Australian textbooks on anatomy that cost more than AUD $100. It is a 12-week program where students will… Read more »
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Virtual Reality Education

Immersive and engaging lessons for students to interact with other students, peers or teachers. Our dedication to creating compelling virtual educational content experiences interactive and experiential like never before.

360 / 3D Virtual Reality Content Creaton

Creating compelling educational content such as immersive travel videos and interactive virtual tours.

Augmented Reality Educational Content

360 / 3D Real-Time animated interactive virtual reality computer simulations and augmented reality holographic video and audio experiences.

Virtual Reality Mobile and Desktop Software

The development of state-of-the-art virtual reality experiences in mobile application and desktop application development. The merging of art and science.

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