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.

  • GEOGRAPHY VR CASE STUDY: Under the Sea (Student Age 6 – 7)
    GEOGRAPHY VR CASE STUDY: Under the Sea (Student Age 6 - 7)Beatrix Potter School “The children had completed a series of lessons on The Snail and the Whale by Julia Donaldson and had been focussing on using imaginative adjectives to describe a scene.” “Part of the unit of work was based around expanding their vocabulary and use of synonymous language to improve the coherency and fluency of their writing.” Anna O’Connor Age 6 – 7 School Teacher (UK) PRACTICAL SESSION At the end of a sequence of teaching The Snail and the Whale, our Year 2 students used the VR headsets to explore a range of underwater scenes from around the world. Through this experience the pupils were able to apply the adjectives they had generated in their previous lessons to a real life setting. The children used the headsets in pairs; partner A put the headset on and told partner B what they could see, partner B scribed what partner A said and then they swapped tasks. We were amazed by how much vocabulary the children were able to use and how they were able to build upon the language they had already acquired. Because the children had immersed themselves in the setting they were writing about, we found that they were more able to apply the new vocabulary they had acquired, for example “shimmering, glistening water”, “majestic, large shark”. A key feature in this lesson was being able to direct the children’s attention to a specific point in… Read more »
  • HISTORY VR CASE STUDY: Bringing History to Life (Student Age 8 – 9)
    HISTORY VR CASE STUDY: Bringing History to Life (Student Age 8 - 9)Ardleigh Green Junior School “This session served as a springboard and initial introduction for a teaching sequence focused around historical sites of ancient civilisations. The objective was to make sure pupils were able to explore both the human and physical comparative points between various ancient civilisation and appreciate how they developed in different ways.” “We wanted the children to be able to compare, contrast and understand what an ancient civilisation looked like and how people of the era might have lived.” Simon Harris Age 8 -9 Junior School Teacher (UK) PRACTICAL SESSION Taking turns, the children described what they saw and as a class we talked about how each civilisation was different in terms of technology, resources and sophistication. Using the focus tool to draw children’s attention to specific areas of the VR experience allowed greater understanding in discussion. For instance, we were able to really interrogate the North Acropolis, Tikal, discussing specific parts of the structure, what it was used for and encouraging the children to hypothesise and predict whilst immersed within the experience. Being able to see what and where the children were viewing directed the discussion and led onto more structured, tailored and specific questions. IMPACT ON LEARNING Having a virtual experience of the Mayan sites, the children had a better understanding of that civilisation and its place in history; it allowed them to see exactly what it was like to stand next to a… Read more »
  • HISTORY & COMPUTING VR CASE STUDY: The Future is History (Age 12 -13)
    HISTORY & COMPUTING CASE STUDY: The Future is History (Age 12 -13)Mosslands School “After meeting with several departments, I developed a cross-curricular project between history and computing. By using ‘CoSpaces’, alongside the ClassVR headsets, pupils were able to create their own virtual world. A piece of work by which they could demonstrate both their understanding of a historical concept, and the effective use of coding and design to create an engaging digital space. After initially creating worlds to explore the coding, the students were given their brief for the creation of a Virtual Holocaust Museum: a space that a visitor could explore, that not only conveyed the creator’s understanding of the topic material but also engaged the viewer through effective use of CoSpaces.” PRACTICAL SESSION In pairs, the students built their worlds using CoSpaces. Over the course of six weeks, students had a range of both history and computing lessons to embed the depth of historical knowledge and learn the technicalities involved with the computer science aspect of creating a fully-functioning 3D world on CoSpaces. In week three, students learnt about the rise of Nazism and the final solution, as well as starting to create their space which reflected this series of chronological events. In week four, we introduced the headsets: this involved the students pulling together the various worlds they had created on CoSpaces to then test, trial and debug any coding or design errors. The final week involved sharing the spaces and providing peer feedback – evaluating both… Read more »
  • BIOLOGY VR CASE STUDY: The Human Body (Student Age 10 -11)
    BIOLOGY VR CASE STUDY: The Human Body (Student Age 10 -11)Heathfield Primary School “This was the children’s first lesson in their Science topic – The Human Body. The idea was to immerse them in learning which would hook their interest in how various parts of the body functioned and worked.” “The medium term plan was make sure the children understood exactly why certain parts of the body were designed in such a way and how the shape, size and structure of different aspects of the human body contributed to a healthy human being.” James Tromans Age 10 -11 Primary School Teacher (UK) PRACTICAL SESSION During the session, the children were given the opportunity to take a 360-degree virtual tour of the human body using the ClassVR headsets. We used the Human Anatomy Playlist to explore different sections of the body and provide a detailed view of body parts for the pupils to interrogate and ask questions about. Following the experience, children wrote down as many body parts, facts, questions and key words that they could, based on what they had experienced. For example, we looked at how the skull was shaped and structured to provide protection to the brain; we also looked in more detail at how the skeleton was formed to provide protection to the vital organs within the torso. IMPACT ON LEARNING This VR experience formed the starting point to their topic. It generated questioning, which allowed the teacher to tailor future lessons to meet the children’s needs.… Read more »
  • COMPUTING VR CASE STUDY: Minecraft Meets ClassVR (Student Age 7 -11)
    COMPUTING VR CASE STUDY: Minecraft Meets ClassVR (Student Age 7 -11)Emmanuel College, Queensland, Australia “Students have been invited to join a Minecraft server hosted by the teacher to build individual homes from a central path. The students need to build in a manner which shows how to be a good digital citizen, recognising their footprint and that everything that happens in the world can be seen.” “From their individual builds, the students then work on collaborative building tasks to construct something for the village to use collectively (for example a park/playground, school, library, supermarket, church, farm/factory business).” Mark Savery Age 7 -11 Teacher (AUS) PRACTICAL SESSION Within Minecraft, students chose either a house or a building that they built collaboratively. Students used a Minecraft structure block to export their building as a 3D object (Structure blocks in Minecraft). Students opened Paint 3D and using the 3D shape and text tools, students wrote their name with a background rectangle as an embossed plaque on their collaborative build. When finished, students then exported their work from Paint 3D as a 3D object (*.glb file type). These 3D objects were then loaded into the ClassVR Portal and uploaded to the ClassVR headsets and viewed by the whole class (including being able to explore the objects fully through the use of the ARCubes). IMPACT ON LEARNING Students were excited to be given building challenges in Minecraft as game-based learning, but they took a further pride and ownership of their creations when they were able… Read more »

Virtual Reality News

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

  • GDC 2019: HTC’s Lip Tracking Module Dev Kit for Vive Pro
    HTC was present at the GDC 2019 and it announced that it is developing a lip-tracking module for its HTC Pro VR headset. Reports have suggested that the lip tracking module development kit will comprise a camera mounted beneath the Vive Pro visor and which will point directly at the user’s mouth. It will add lip-tracking capabilities not just to the Vive Pro but also to the Vive Pro Eye headset. HTC Vive The camera will be able to trigger commands as well as in-game and application movements that could mimic movements of the user while also gathering accurate data on the movements of the wearer’s mouth. This kind of data could come in handy when it comes to research and experimentation. However, the company has so far not divulged much detail about its new lip tracking module development kit. HTC says it has no plans to build a consumer/commercial version of the device and will only be focusing its efforts on building an enterprise module that will deployed for research and experimentation purposes. This could be used in areas such as market research, simulations and training. The data captured by the device could be applied in accurate real-time animation of the facial expressions of avatars, motion capture applications or research work that’s related to speech and body language. The HTC module may work in tandem with its Vive facial tracking SDK that is also under development and will be released soon to virtual reality developers. The company is tight-lipped… Read more »
  • Microsoft Patent Points to a Next-Gen Mixed Reality Headset with Infinite FOV
    A new Microsoft patent published today by the US Patent Office illustrates a next-generation Head Mounted Display (HMD) design that will be equipped with a “boundless field of view”.  It goes beyond the capabilities of the current HoloLens and means that the company could develop mixed reality glasses that will literally transform reality into its truest form. HoloLens 3 Might Have Unlimited Field of View according to a new Microsoft Patent The display will have a small screen that will be designed to move directly a short distance in front of the wearer’s retina thereby generating the field of view (FOV) in real terms, similar to what we actually see with our naked eyes. For the mixed reality technology, an infinite field of view could be a major breakthrough, breaking the barriers between the naked eye and the view from the head-mounted devices. There is also a possibility that the boundless FOV could be adapted to Microsoft’s next-generation of HoloLens which could be HoloLens 3 though the tech company has not divulged any details on this yet. The patent application published today describes a new Microsoft head-mounted device that will have an “unlimited field of view”. The device would not only make it possible to interact with holograms like in Microsoft’s newly launched HoloLens 2 but it will go even further and replace the lasers and waves using a simple rotating terminal which could possibly restore a 90-degree field of view. This will result in a larger field of view… Read more »
  • HP’s New Reverb Virtual Reality Headset Sports Superb Resolution
    The PC-bound virtual reality scene is starting to see a little action with recently unveiling of the Oculus Rift S, which now joins the HTC Vive Pro in the space following Oculus’ decision to do a refresh of its hardware after a three-year silence. It seems desktop VR is still here to stay in spite of the strong industry move towards standalone headsets such as the HTC Vive Focus Plus and the Oculus Quest. The HP Reverb Virtual Reality Headset HP is also about to throw in the dice with its newest PC-bound Windows Mixed Reality Headset known as Reverb which boasts an impressive resolution of 2160 x 2160, a lighter weight design and inside-out tracking functionality. The new HP headset doubles the display resolution of its previous model, the HP Windows Mixed Reality Headset. The doubling of the resolution will be one among a constellation of improvements added to the standalone headset which could possibly make it the best virtual reality headset to use on Windows. Whether it will live to the billing will ultimately depend on the quality of standalone headsets that will be unveiled later in the year by other brands. Price and availability The HP Reverb Virtual Reality Headset will hit the stores in late April and will be available in two variations. The consumer version will go for $599 while the commercial enterprise Pro version of the headset will go for $649. Both the commercial and consumer version of the Reverb headset also come with… Read more »
  • Oculus Finally Unveils its Rift S Virtual Reality Headset
    After a long wait and years of speculation, the much awaited Oculus Rift S headset has finally been unveiled today. The launch of the headset was shrouded in a lot of mystery and the update wasn’t even confirmed until today’s unveiling. Oculus Rift S Finally Unveiled During the unveil, Oculus revealed lots of details about its new flagship next-generation PC-based headset along with its all-in-one VR gaming system and a host of new games for its virtual reality products. Oculus Rift S: The Consumer-Facing Headset Version 2 Oculus has repeatedly stated that the Rift S would be a modest “refresh” rather than a complete overhaul of its original Rift. So the scope of the changes is quite modest even though they cover key areas. The price is also fairly affordable and not as steeply-priced as the Vive Pro so it is fairly accessible for the average consumer. For a retail price of $399, the Rift S is priced at only $50 more than the original Rift price tag. Inside-out tracking So what are some of the improvements in the Rift S? For one, the Rift S headset will have Oculus’ new built-in “Insight” tracking technology consisting of five cameras embedded into the virtual reality headset and which are used for tracking the user’s head movements along with their location. This built-in tracking eliminates the need for external cameras and is different from the tracking system of the original Rift which consisted of two to three sensors placed around a room.… Read more »
  • Scope AR Snaps Up $9.7 Million for the Expansion of AR Platform
    While viable consumer-facing augmented reality with a mass appeal is still a distant dream, enterprise augmented reality is already a booming market that is finding use-cases in multiple industries. It’s a living dream for many enterprises that may want to dip their feet into AR and one company that is riding on the strength of demand of enterprise AR products is enterprise AR supplier Scope AR which has just closed a $9.7 million Series A funding round, in an early-staging funding round that was led by Romulus Capital. Scope AR is an augmented reality platform maker focused on delivering AR solutions for diverse businesses. Its products include complete AR platforms that make it possible for workers and technicians to get remote assistance from experts based in HQ while working on the field. Through the use of wearable augmented reality, experts sitting at a desk in an office are able to get a realistic view of the technicians real-world view at their station of work in the field and thereby draw from the technicians’ visual experience to offer technical advice. This technology makes it possible for experts with specialized knowledge to easily collaborate with technicians working on the ground. When specialized knowledge is readily available, technicians are generally able to work with a great deal of proficiency, precision and efficiency thereby delivering stellar outcomes to clients and improving on productivity. Over the past few years, augmented reality has grown into an indispensable tool for sharing knowledge within the heavy industry. AR… 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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