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.

  • SCIENCE VR CASE STUDY: Space (Student Age 9 -10)
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    SCIENCE VR CASE STUDY: Space (Student Age 9 -10)Tablet Academy “This lesson is intended as a hook at the beginning of the topic so no prior knowledge is assumed, although most students will have a basic understanding of the solar system and gravity. This lesson would fit in well to a scheme of work which focuses on space exploration, understanding the solar system and/or comparing size, speed and shapes (such as a geometry focus in mathematics).” Graham Bowman Educational Technology Consultant PRACTICAL SESSION The session starts inside a servicing facility at NASA’s Kennedy Space Center. Students are asked to look around and think about where they might be, why everyone is wearing special clothing and what the large silver object might be. Next, students watch a 360 video of a rocket launch  which gives a great idea of the size of the rocket and the amount of thrust required to leave Earth’s gravitational pull. Following the launch, the class then arrives at the International Space Station. Students are asked to think about what difficulties astronauts would face and tasked with finding as many modifications made to support the crew for life in Space. Next, we go out into deep space and look back to see an amazing view of the Earth, the Moon and the Sun  in the distance. Here we discuss the relative sizes of the objects and how that mass affects the gravitational pull. At this point, the class watches a truly inspirational and emotional video called One… Read more »
  • SCIENCE & COMPUTING VR CASE STUDY: Polar Exploration (Student Age 9 -11)
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    SCIENCE & COMPUTING VR CASE STUDY: Polar Exploration (Age 9 -11)Exning Primary School “We start every topic with a ‘sparkling start’ to engage the children; for our ‘Explorers’ topic, we used the ClassVR headsets to look at different environments to immerse the children in such a way that they could really explore and compare each setting. The children followed the journey of the Nimrod expedition, using the interactive map and using the links to the actual photographs, artefacts and diary entries.” “Equally, with the Terra Nova expedition story, we were able to captivate their children’s interest in comparing Robert Scott’s survival kit with that seen by a modern day explorer.” Emma Hardy Age 9 -11 Primary School Teacher PRACTICAL SESSION Linking to our science ‘Evolution’ topic, we explored the Gentoo penguins project video; this enabled the children to see the penguins in their natural environment and analyse their surroundings, behaviour and habitat. We challenged the children to identify features of the penguins and how these support their habitation in such a cold and tough environment. In addition, we then used CoSpaces to create our own Antarctic world – focusing on the environment features which would be appropriate for this setting and using the coding options to incorporate computing into the science-led topic. The children then created their own creature and added it to the Antarctic setting which they had earlier created. The children were then able to use CoSpaces’ share feature and provided collaborative feedback to each other about the… Read more »
  • ClassVR: Sri Lanka Ministry of Education
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    ClassVR: Sri Lanka Ministry of Education Following a competitive tendering process, Avantis was awarded a contract to deliver 3000 headsets to over 460 schools in Sri Lanka.  The 13 Years Guaranteed Education programme is an ambitious project being undertaken by the Ministry of Education in Sri Lanka to improve standards of education across the country for all students. It is designed to support vocational, technical and social skills for all children, to solve the problem of thousands of students leaving the education system before gaining any qualifications. This programme has many facets, including an overhaul of the curriculum, teaching approaches and schooling streams. Its focus on vocational, work-oriented learning is intended to create improved economic opportunities for all students. As such, the Ministry of Education proposed a system of immersive virtual learning to support and extend these practical objectives. Customisation and Configuration Educational Customisation Avantis’ team of Educational Specialists worked with Sri Lankan partners to create a customised approach for the demands of the local curriculum and teaching approach. They aligned the resources to the aims of the 13 Years Guaranteed Education Programme, sourcing content applicable to the specific needs of teachers and students. Bespoke Collections of Resources Individual collections of resources to support the teaching of specific areas of the curriculum were hand-picked by Educational Specialists. These included 360-degree images and videos, plus 3D models in mixed reality. A wide range of traditional, vocational and social subjects were covered, including agriculture, catering, design, engineering, business English and the arts.… Read more »
  • ENGLISH VR CASE STUDY: Comprehension Skills (Student Age 9 -11)
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    ENGLISH VR CASE STUDY: Comprehension Skills (Student Age 9 -11)Brecknock Primary School “A key focus within our school is to ensure children are given the right tools to become successful readers and are able to fully comprehend high-level texts independently.” “​Inference was a clear domain children struggled with across the school when analysing assessment data.” Muriel Thompson Age 9 – 11 Primary School Teacher PRACTICAL SESSION While strategies such as use of a dictionary, morphology and context can be taught, we needed to stimulate the knowledge already there and build on it. At the start of our ‘War and Peace’ topic, we worked with a group of children and gave them a poetry comprehension about a topic they knew little of – World War One. We then integrated the World War One trenches experience to provide a visually-immersive and audio-enhanced learning opportunity, so the children had virtually explored, first-hand, the conditions and living arrangements of that era. This really supported the work we went on to do based around the text ‘War Horse’. We spent a lesson focused on figurative writing and understanding the deeper meanings of text, asking key questions, such as “Why does the poet choose to look up?” and “How did the poet/character feel?” This led on nicely to a number of VR-based lessons we undertook, which explored: questioning, clarifying, making connections and inferential thinking skills – all of which underpinned our drive to improve reading and comprehension skills. IMPACT ON LEARNING Giving children an ownership of discovering word… Read more »
  • EARLY YEARS VR CASE STUDY: Early Communication (Student Age 3 -4)
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    EARLY YEARS VR CASE STUDY: Early Communication (Student Age 3 -4)Fleet Primary School “This lesson took place in a nursery class of 23 children aged three to four; there is a high proportion of English as an additional language and bilingual pupils.” “Our baseline assessments demonstrate a low entry level for most children in communication and language skills; as such, we decided to incorporate as much visual and immersive learning as possible to support and accelerate the children’s language skills.” Rebecca Combes Age 3 – 4 Primary School Teacher PRACTICAL SESSION In pairs, the children looked at a photograph of some giraffes and talked about what they could see. I then introduced the headset with the track preloaded and ready to use. One child wore the headset and described what they could see using the Giraffes at Riga Zoo image. They then swapped over so their partner could see what they had been describing and talked about the image further – using descriptive language and predicting what was actually happening. IMPACT ON LEARNING The initial photograph led to some statements, such as “Look…a giraffe!” and “It’s big” but the conversations were quite limited and short, and vocabulary was not developing as a result of the activity. When the headset was introduced, the children were more stimulated to say what they could see. It led to more imaginative vocabulary, expressive statements and extended sentences. Child 1: “I can see a man, no…two mans. They are actually feeding the giraffe. There’s another… Read more »

Virtual Reality News

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

  • Childish Gambino and Google Have Teamed Up for an Augmented Reality Experience
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    Immerse yourself into an augmented world of beats and beasts. After his Coachella act where the hip hop artist dropped a few surprises for his fans, Childish Gambino (i.e., Donald Glover) has moved on to a new technological adventure. Childish Gambino is now teaming up with Google for a new augmented reality act, a multiplayer augmented reality app that is called Pharos AR app for Android. An iOS version of the AR app will be launched at a later date. The new “Pharos” AR app will allow users to explore an exciting, trippy and neon-tinged world where they can listen to Gambino as the sound track. Childish Gambino Pharos AR  Image Credit: Google When a user opens the augmented reality app, there will be an augmented cave of “Pharos” that they can step through. On stepping through into space, the user is taken through an experience in which they explore a cave where they can find glyphs to interact with while exploring multiple elements of the song with assistance of some virtual mythical dancers. They will be able to immerse themselves into this virtual neon-filled world while still retaining the ability to look out at the real-world around them. After all, this is a mixed reality app. If the user tracks all the glyphs in the cave, they will be able to explore even more exciting worlds “throughout the Childish Gambino’s universe”. Pharos      Image Credit: Google The Pharos AR app gives users a very spacey feel. The experience… Read more »
  • Labster Has Raised $21 Million in Series B Funding for STEM Education Effort
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    Denmark-based virtual lab simulations startup Labster has scored $21 million in Series B funding for its virtual laboratory simulations or STEM students. The new funding round was led by Owl Ventures with participation from venture capital firms such as Swisscom Ventures, Balderton Capital and Northzone. In its previous fundraising round, the startup was backed by various venture firms such as EduCapital, Nordic Makers, Entangled Group and Helgason. From the two funding rounds, the startup has now raised a total of $35 million.  The virtual lab simulations startup was launched in 2013 and specializes in providing learners with interactive lab simulations that are powered by virtual reality. Its VR simulations have been developed for students that want to explore science experiments in various fields such as chemistry, biology, physics, general sciences and engineering. Labster currently offers 70 virtual labs that are geared at helping increase interest in STEM curricula. The learning platforms offers learners massive benefits including improvements in retention rates and learning outcomes. As the world grapples with ever more complex challenges and as students place more emphasis on business courses and the liberal arts, there has been a frenzied effort to promote STEM-related careers to meet the shortfalls. These careers are also, increasingly, much better paying so demand for STEM-based education has been increasing and growing in greater importance over the past few years. One of the main bottlenecks to STEM education is the lack of accessibility to the well-equipped and often costly high-tech science labs or even… Read more »
  • New Houzz App Enables Users to Test Floor Design Choices in Augmented Reality
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      The popular home improvement and remodeling app and online portal Houzz has just launched an update to its augmented reality ‘View in My Room 3D tool that will make it possible for both Android and iOS users to test various tiled floor design choices in AR before purchasing them. The app literally allows you to virtually tile your floors in augmented reality thereby giving you an illustration of how your flooring is likely to look like when particular tile designs are installed. The app will come in handy when it comes to flooring renovations or when you are doing new flooring on your premises. Everyone, from buyers to sellers or homeowners can utilize the app to visualize what their flooring projects are likely to look like when finished with particular tile designs. Houzz View in My Room 3D Augmented Reality Tool for Tile Designs Houzz has applied the AR update on its pre-existing two year old free app known as ‘View in My Room 3D’ which is available on both Android and iOS devices. The View in My Room 3D app is a versatile home décor and improvement tool that allows users to visualize various items in their rooms in 3D such as furniture on floors and paintings on walls. Using the new AR app tool, a customer can scan various features such as the horizontal surfaces, they can mark borders on the floor surface, view the chosen tile options and make an in-app purchase once they have decided… Read more »
  • Verizon Partnering With Mixed Reality Company ThirdEye Gen for 5G Mobile Edge Computing
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    The advent of 5G connectivity and the increased speeds that this will spell out is expected to give the enterprise mixed reality glasses a major shot in the arm. To capitalize on this high-tech future, Horizon has just partnered with the mixed reality hardware company ThirdEye Gen to offer users the benefits of the synergy between mixed reality and 5G speeds. With the inking of the partnership, the obscure mixed reality company is set to become Verizon’s first official smart glasses partner for the rollout of 5G-powered mobile edge computing. ThirdEye Gen Mixed Reality Headset ThirdEye Gen is set to see some buzz in the mixed reality space after it was granted tech patents for a low-latency data streaming architecture and OLED displays. With these new developments, the mixed reality company is now entering an “exciting” frontier in its mixed reality innovation journey. The company has two approved patents and it has just inked its first major partnership with a major US technology provider. The startup now becomes the first mixed reality glasses company to partner with Verizon in developing cutting-edge 5G use-cases that will provide users with a new ecosystem of hands-free human interaction with its mixed reality devices. 5G technology holds a bright promise for the immersive technologies. Almost all the major hardware manufacturers have their eyes trained on the rollout of 5G technology and in the coming years, you can expect to see new immersive reality hardware that will be designed around the presence or availability of… Read more »
  • Baobab Studio Unveils the First Trailer for its new ‘Bonfire’ Virtual Reality Movie
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    The award-winning virtual reality studio, Baobab Studios, will be showcasing the short virtual reality trailer for “Bonfire” at the Tribeca Film Festival this week that will provide viewers with a short blurb of the upcoming VR movie. It takes viewers on a journey through space in a dystopian vision of a future where humanity has destroyed the earth and is hunting for a new abode in a far off planet. The experience will put the viewer at the center of the story and take them on an exploration of new planets that the viewer is supposed to develop and colonize over the long haul. The viewer is cast in the role of Space Scout 817 and on a galactic travel when they crash and make an emergency landing on a on a distant planet that is millions of miles from the earth. The new planet seems quite daunting not just because of the many strange creatures in it but also the threatening noises emerging from the alien-looking fauna. There is no lighting here so you have to build some campfire that will bring in the brightness and ward off the creatures. The viewer plays the explorer and is assisted by a trusty robot helper named Debbie who will be voiced by the comedian Ali Wong. The robot will not be quite as mobile after the crash-landing but she will be helpful to the human companion and perform tasks such as making some delicious marshmallows. Like in other galactic adventures, there… 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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