Immersive Educational Experiences

VIRTUAL REALITY EDUCATION - AUGMENTED REALITY - VIRTUAL REALITY EDUCATIONAL DEVELOPMENT

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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: The Plight of Refugees (Student Age 10-11)
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    SOCIAL STUDIES: The Plight of Refugees (Student Age 10-11)Yonkers Public Library, Yonkers, New York The students were learning about conflict in different countries and watched the documentary “I’m Not Leaving”. The following week, Carl Wilkens came to the school to visit and with the students discussed the documentary and the themes which featured in the programme. As a follow up, Mr Fontenova did a Friday Focus VR session on conflict and refugees. Christine Beitti Librarian Chris Fontenova Age 10-11 School Teacher PRACTICAL SESSION The children looked at several photos and watched a video based around the Escaping Conflict ClassVR lesson plan. The students were asked: What did you see? Did it look how you expected it to? What were the first thoughts that popped into your head when you imagined being in their situation?  Were you surprised by what you saw? Why is this? The discussion included why people are angry and scared; why the conditions are so crowded and dirty; and, whether it is better than where they were before. We then asked the students to consider balancing up whether it was worth it to leave the disaster zone and seek refuge elsewhere or whether the plight would be more dangerous than remaining. This prompted some excellent discussion and encouraged the students to reflect objectively on other people’s living circumstances. IMPACT ON LEARNING The children saw first hand some of the things that happen during conflict and understood the terms ‘refugee’ and ‘asylum seeker’. They were empathic to the… Read more »
  • SOCIAL STUDIES: Student-created 360 Videos (Student Age 10-11)
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    SOCIAL STUDIES: Student-created 360 Videos (Age 10-11)St Andrew’s School, Boca Raton, Florida “The student group researched why people have stress and anxiety and ways that people can help manage these feelings in many different outlets. The students wanted to showcase what it was like to be at a counseling session. The objective of the lesson was to enable students to choose an area of interest within a central idea and then find a global problem they want to research within the community. The Exhibition is the culminating, collaborative experience in the final year of the Primary Years Program for the International Baccalaureate Program.” Dawn Jones School Teacher PRACTICAL SESSION As we wanted students to ask questions about the topic they were researching and investigate their own questions, we aimed to create a project which provided a platform for them to take action and create solutions to their line of inquiry. Hence, we purchased the Ricoh Theta 360 video camera and the students used the camera to record their experience from their time at the psychologist office. The student group then edited the video in iMovie and exported the file to the teacher’s computer, who placed it the ClassVR portal. During their Exhibition, in addition to their verbal facts for visitors to their Exhibition Table, the students had four ClassVR headsets for visitors to have an immersive experience of being at a clinical session. This in-depth, real-life example of psychology in action enabled students to analyze and dig deeper into their… Read more »
  • ClassVR announced as finalists for 3 EduTECH Asia 2019 Awards
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    ClassVR announced as finalists for 3 EduTECH Asia 2019 Awards The world’s first Virtual and Augmented Reality set designed specifically for schools, ClassVR from Avantis has been announced as finalists in the Best Classroom Technology Solution category, the Best AR/VR Solution category and the Best use of Classroom Technology category in conjunction with Emmanuel College, in the EduTECH Asia Awards 2019. The EduTECH Asia Awards highlights the wonderful work that educators across Asia are doing on a daily basis and recognises some of the inspirational, innovative and successful stories from the last 12 months in Asian education. ClassVR from Avantis is a ground-breaking new technology designed specifically to help raise engagement and increase knowledge retention for students of all ages and abilities. ClassVR is a virtual and augmented reality system designed exclusively for use in the classroom. With all the necessary hardware, software, tools, training, support and implementation that a school needs to successfully implement this exciting and engaging new technology. The winners of the second biennial EduTECH Asia Awards will be announced from the shortlist at the Awards Ceremony on Tuesday 5th November 2019. Huw Williams, Sales and Marketing Director comments: “With over 60 partners across the world, it’s great to see we’ve been recognised on the international stage introducing ClassVR to schools across Asia.  We’re incredibly proud to be shortlisted as finalists for the EduTECH awards this year; it’s a testament to our fantastic VR pioneers treading new ground in the field of education technology, our knowledgeable international… Read more »
  • The Integration of VR into Teaching and Learning at ESMS Secondary School
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    The Integration of VR into Teaching and Learning at ESMS Secondary SchoolESMS Secondary School, Scotland “Virtual Reality is no longer inaccessible, unaffordable or unattainable. Neither is it a figment of science fiction, or merely a gaming accessory; its relevance in education is pertinent and hugely valuable. A fundamental cornerstone of my role as Head of eLearning at ESMS is to investigate and enhance our Schools through the effective use of technology. We do not wish to be known for what technology we use but for how well we use technology. It will not define us, nor will it be the focus of our teaching and learning. It will always be a resource, used simply to improve what we feel is already the highest standard of education. At ESMS, it has been my privilege to introduce and extend the use of VR into our curricula. To date we have successfully enhanced our children’s learning from Primary 1 to National 5. By incorporating VR into aspects of our planning we have been able to deepen the learning and meaningful understanding of our children’s experiences at school. Is that not, in essence, what education is meant to do?” Simon Luxford-Moore School Teacher The Specifics of VR Integration into ESMS’s Curricula – Secondary In our Senior Schools our most successful uses of VR in teaching and learning has been with History, Classical Studies, Modern Languages, Religious, Moral & Philosophical Studies (RMPS) and the Sciences. In History at Stewart’s Melville College we have visited trenches… Read more »
  • The Integration of VR into Teaching and Learning at ESMS Primary School
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    The Integration of VR into Teaching and Learning at ESMS Primary SchoolESMS Primary School, Scotland “Virtual Reality is no longer inaccessible, unaffordable or unattainable.  Neither is it a figment of science fiction, or merely a gaming accessory; its relevance in education is pertinent and hugely valuable.  A fundamental cornerstone of my role as Head of eLearning at ESMS is to investigate and enhance our Schools through the effective use of technology.  We do not wish to be known for what technology we use but for how well we use technology.  It will not define us, nor will it be the focus of our teaching and learning.  It will always be a resource, used simply to improve what we feel is already the highest standard of education. At ESMS, it has been my privilege to introduce and extend the use of VR into our curricula.  To date we have successfully enhanced our children’s learning from Primary 1 to National 5.  By incorporating VR into aspects of our planning we have been able to deepen the learning and meaningful understanding of our children’s experiences at school.  Is that not, in essence, what education is meant to do?” Simon Luxford-Moore School Teacher The Specifics of VR Integration into ESMS’s Curricula – Primary Primary 1 children in the ESMS Junior School study Fairy Tales as part of our Language curriculum in their final term.  Historically they are visited by a dragon from the land of Fairy Tales, who brings sad tidings of the demise… Read more »

Virtual Reality News

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

  • Lindsey Stirling’s Live VR Violin Performance Attracted 400,000 Viewers from Across the World
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    Star violinist, dancer and singer-songwriter Lindsey Stirling performed her first virtual reality concert in the VR club The Wave.  During this concert, Stirling was transformed into a lifelike avatar on the virtual stage. An XSens 3D Motion Capture suit and Manus VR Gloves captured her real moves and then transferred these to her virtual alter ego in real-time. This made it possible for her virtual image to move and dance as if in a real live concert and it a delivered a very powerful presence in virtual reality as seen below: Lindsey Stirling VR On August 26th, Stirling gave a one-of-a-kind virtual reality performance to a live crowd of 400,000 viewers drawn from all around the world. The live concert was staged by the VR Club “The Wave” and the show provided much more features and props that would not be practical or even possible in a real concert performance. The audience was transported into subterranean caves, cyberpunk cities and multiple other environments. The performance even included much fancier costumes and atmospheric visual effects. The concerts brought out a lot of ideas and visual effects that would not be possible in the real world. The concert was watched by more than 400,000 viewers spread across various standard 2D platforms including Facebook, YouTube and Twitch.  Users were also able to watch it in the Wave Club using virtual reality headsets such as SteamVR and Oculus-compatible headsets. Those viewing the concert through headsets appeared as in-game avatars next to the “stage” in… Read more »
  • UK Startup WaveOptics Closes $39 Million in Third Round Investments to Scale Up AR Display Technology
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    UK startup WaveOptics this week closed its third round of investment at $39 million in an oversubscribed series C round of funding. WaveOptics wants to build waveguide displays which are not only compact but also inexpensive to manufacture and which also deliver the best image quality. The company already builds core components for augmented reality (AR) displays for its various partners. The latest oversubscription is a validation of the confidence that the industry and investors already place in its technology. WaveOptics Displays Similar displays are already in use in glasses such as the Magic Leap One and the HoloLens. The WaveOptics displays still have a relatively small field of view which stands at around 40 degrees. The UK-based startup announced its first scoop of $26 million in series C funding last December. With the latest round, the startup has now added $13 million to its funding thanks to investments from the Chinese electronics firm Goertek which is already an existing WaveOptics partner. Also joining in this round of investments is the Australian superannuation fund Hostplus. The two join other investors in the startup including Robert Bosch Capital (RBVC), Octopus Ventures, IP Group and Gobi Partners. WaveOptics was founded in 2014 and specializes in building waveguide display technology for the manufacturers of AR wearables. It already enjoy a dominant position in the AR market thanks to its partnerships with some of the leading players.  Most augmented reality devices work based on waveguides, guiding the waves of light between a small projector… Read more »
  • Time Mixed Reality App Sheds Spotlight into the Fast Disappearing Amazon Rainforest
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    Two months ago, TIME magazine’s AR experience Landing on the Moon immersed users into an augmented reality moon landing experience which recreated the historic Apollo 11 mission of half a century ago with very detailed information on the historic moon landing. Now TIME, in partnership with Jane Goodall, is taking you on a very different journey inside Amazon. TIME Immersive AR Experience TIME’s newest augmented reality experience is known as Inside The Amazon: The Dying Forest and it is the second immersive experience that the magazine has introduced into its AR/VR app TIME Immersive. In July this year, the app was made available to all Android and iOS users. Just like in the Landing on the Moon augmented reality experience, TIME’s Inside the Amazon is also meticulously detailed. It transports you into the vastness of the Amazon forest in Brazil, an intimate virtual tour into some of the remotest and most hard-to-reach destinations in the fast-shrinking Amazon rainforest. To develop the immersive experience, two augmented reality producers were sent deep into Amazon. Also joining the team was the reporter Matt Sandy. The team used high-definition cameras which were mounted on powerful drones in order to capture numerous detailed 3D scans of the Amazon which could then be rendered in augmented reality. Inside the Amazon augmented reality rendering of the rainforest has been created to coincide with TIME Magazine’s publication of a special edition issue that will be focusing on the current climate change crisis. The issue hits the stands on… Read more »
  • Hulu Latest Partner to Discontinue Support for Google’s Daydream VR Headset
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    Popular US streaming provider Hulu has discontinued support for Google’s Daydream platform. Hulu was a launch partner for Daydream VR in 2016. Variety reports that this support has now been discontinued. According to Hulu website, the support was quietly discontinued during a July update. While users with the older versions of the Hulu VR app will still be able to access the virtual reality experience, it will now be impossible for most Daydream users to access Hulu videos on the Daydream View VR headset. Google Daydream View headset If you have the older version installed and haven’t upgraded the Hulu Android app for quite a while, you will still have access to Hulu in VR on your Daydream headset. Hulu’s support pages state that support will no longer be available on Android mobile devices running the latest versions (version 3.55 or newer) of the Hulu Android app. However, the app will still be available and accessible on the Daydream-capable devices running the older versions (version 3.54.1) of the Hulu app. The Hulu video service had enabled Daydream owners to gain access to the whole catalog of its offerings via a virtual theater-style setting. The service also included a small collection of 360-degree content. The Hulu app service will, however, still be available on other virtual reality headsets including Samsung Gear VR, PlayStation VR, Oculus Go and Oculus Rift. Hulu’s exit from Daydream comes on the heels of the recent decision by HBO to remove its HBO Go VR and HBO… Read more »
  • Next No Man’s Sky Update to Have Significantly Better PSVR Graphics
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    The free virtual reality mode space exploration game No Man’s Sky VR was launched in mid-August. The game has been highly traded and did quite well in the monitor version. There are also close to one million No Man’s Sky players currently with access to virtual reality glasses making it one of the most popular virtual reality games ever. No Mans Sky Beyond VR Update The initial market launch has been fraught with challenges and technical glitches. Even PC players who have fairly fast and powerful computers have a hard time playing the game with a consistently high refresh rate. In virtual reality, this gets even worse as the jerky inserts cause motion sickness or nausea in VR. No Man’s Sky to Get Better on PC and PSVR While PlayStation VR users have never had a problem with jerky rendering, they still have to grapple with pixelated and washed-out pictures. Distant landscapes in the VR environment are transformed into pixel pulp, thereby ruining the overall quality of the rendering. It has now been revealed that the next No Man’s Sky update will usher in “significantly improved image quality in PSVR”. This is from the 12/09 experimental build changelog that was posted on Steam. This experimental branch will only be available on Steam. PlayStation VR users can’t access these changes yet but it is a harbinger of things to come in the next build:- “Significantly improved image quality in PSVR: reduced blurriness caused by TAA jitter and fixed low-quality terrain/atmosphere jaggies.”… Read more »
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VIRTUAL REALITY EDUCATION IS THE FUTURE OF ALL REMOTE LEARNING WHICH LEADS TO INNOVATION!
IMPLIED MOTION LAB TEAM
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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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