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.

  • ClassVR announced as VR Awards finalists for 2019
    ClassVR announced as VR Award finalists for 2019 The world’s first Virtual and Augmented Reality set designed specifically for schools, ClassVR from Avantis has been announced as finalists in both the VR Education and Training of the Year category and the Innovative VR Company of the Year category in the VR Awards 2019. With numerous education awards to its name, this is the first time ClassVR has entered the prestigious international VR Awards which have been created to identify outstanding achievements in VR and continue to celebrate the fantastic work of the VR industry. Recognised for its pioneering use of VR and AR in education and public sector projects around road safety and fire and rescue, ClassVR is finalist for the “Innovative VR Company of the Year”. ClassVR has also been shortlisted for its outstanding partnership with London Grid for Learning to accelerate Virtual and Augmented Reality learning in more than 3000 UK schools. LGfL is the largest community of schools in the UK, with 97% of London schools counted among their subscribers. The strategic partnership between both organisations was announced last year to give LGfL schools the opportunity to drive outcomes through Virtual Reality (VR) and Augmented Reality (AR) by using ClassVR technology. ClassVR’s work with 30 key VR champion schools to highlight best practice within the classroom was a key factor in the shortlisting in the “VR Education and Training of the Year” category. The winners of the 3rd annual VR Awards will be announced from the shortlist… Read more »
  • Inclusive ClassVR wins CODiE Award 2019
    Inclusive ClassVR wins CODiE Award 2019 ClassVR from Avantis Education has partnered with Inclusive Technology, the market leading supplier of assistive technology for special education to bring together the first virtual reality solution for special schools around the world. Special and early education is all about learning through experiences. Rather than sitting in front of a screen or printed resource, Inclusive ClassVR immerses students in spectacular 360º environments that enhance and complement their real-world exploration and play The Inclusive ClassVR solution received fantastic feedback from the judges about its effectiveness and innovation, describing Inclusive ClassVR as “A fascinating product to review. I can see some very powerful implications for student learning with Inclusive ClassVR. It is so exciting to think that a technology has the potential to help students not only achieve academic success, but also reach beyond the classroom and help students learn for success in their daily lives. Truly amazing!”  Huw Williams, Sales and Marketing Director at Avantis comments: It’s been great partnering with the team at Inclusive Technology, bringing their knowledge and expertise in the Special Educational Needs field to the ClassVR solution. To receive such a well-respected award in the first year of collaboration is fantastic and is recognition for some of the amazing applications and outcomes we’ve seen from our user schools, globally.” Read more »
  • Minecraft 3D Models
    Minecraft 3D Models Minecraft has come a long way in the last few years. Since its release in 2011 the creative ‘sandbox’ game has gone from underground, indie building simulator to worldwide creative phenomenon. While teachers will no doubt be familiar with some of the terminology by now (Creepers? The Nether? Ender Dragon?) what you might not know is that Minecraft can export 3D models. This in turn means that you can use your ClassVR headsets to view Minecraft creations in augmented reality. Firstly, it’s worth noting that there are two ways of achieving this. The easy way is only possible if you have the Windows 10 version of the game (this means you will have to download it from the app store specifically, rather than through the Minecraft website – don’t make the same mistake that I did!) Anyone running ‘Minecraft for Windows 10’ can follow the instructions HERE. If, like me, you have an older account and are just running the standard game client, follow these steps to get your models uploaded into your personal or shared cloud on the ClassVR portal: Chris Bass Avantis Educational Specialist (UK) Start up a new game of Minecraft. This can be on any map you like, however your game must be set to ‘Creative’ mode with ‘Allow Cheats’ set to ‘ON.’ I also prefer using a ‘Superflat’ world to create models, as it makes navigation much easier, however this comes down to personal preference. When you first load into your world… Read more »
  • The ClassVR Community Portal
    The ClassVR Community Portal One of the most exciting things about the ClassVR Portal is the sheer quantity of content that is available to its users. Through the ClassVR Subscriptions section of the Libraries pane at you have access to not only the wealth of content uploaded by our team of Educational Specialists (including yours truly!) but also to a huge variety of original playlists created and uploaded by ClassVR users in the Community. Community is a place where any ClassVR user can share their own, original content or their custom created playlists using ClassVR content. Chris Bass Avantis Educational Specialist (UK) Since its launch we have seen the Community portal go from a small, experimental platform for sharing playlists to a rapidly expanding content platform that is giving teachers from all over the world the ability to let their students step into each other’s worlds. With the simplicity of the ClassVR Portal you can send Year Fives in Essex to an Australian Dairy farm with FarmVR. Your Eighth Graders can join students from Somerset on their trip to the SS Great Britain and your Kindergarteners can explore minibeast habitats from around the world, all with a few clicks. Using the content from the ClassVR Community is as easy as dragging your chosen tracks over to the Playlist pane and clicking play. Don’t forget that new content will need to be downloaded onto your headsets’ memory before it can be viewed, so it is a good idea to use… Read more »
  • PHYSICS VR CASE STUDY: Magnificent Desolation (Student Age 9 -13)
    PHYSICS VR CASE STUDY: Magnificent Desolation (Student Age 9 -13)Inspyro “Beautiful, beautiful, magnificent desolation’ Buzz Aldrin’s description of his impression of the lunar surface is not as iconic or as remembered as Neil Armstrong’s ‘one small step…’ As a child, I watched the moon landings and was in awe of the astronauts, bouncing around the surface of the moon, seemingly effortlessly and with such grace (with the occasional mishap). That powerful experience made me question what was happening. Why were they walking like that? When we created our first lunar VR experience with full physics emulation, I couldn’t wait to have my virtual moment on the moon! Now, let’s figure out why things are so different on the lunar surface and how would it be to walk on the planets of our solar system!” Phil Birchinall Inspyro PRACTICAL SESSION Allow students to virtually walk on the moon inside ClassVR Space Adventures or LunarVR. Talk to the students about how they moved around the surface and how different it was. Students should be made aware of the difference between weight and mass, as well as the relationship between gravity and weight. Weight is a force based on the effect of gravity on an object’s mass. Weight is measured in newtons (N). The gravitational field strength of the Earth is 10 while the moon’s is 1.6. Weight in newtons can be calculated by multiplying mass (in kg) by the gravitational field strength (N/kg). Students should research the gravitational field strength of all… Read more »

Virtual Reality News

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

  • Viro Move is the Latest VR Fitness Game to Help You Shed those Calories
    There is a growing number of virtual reality fitness apps along with VR experiences that may not be specifically designed for fitness but whose gameplay exert sufficient activity and workouts on players to help them shed some extra weight in the process. Think Beat Saber, for example. Or Audica and Box VR that combine music and movement and force you to sweat it out through the gameplay. Then there is Viro Move which combines an exciting virtual reality gameplay with real-life workouts. Viro Move Viro Move has been developed by the Polish indie studio Fit Reality. As the title suggests, the game aims to make gamers move about and exercise as they play the VR game. Gaming is mostly a sedentary activity and one of the primary reasons for the ballooning of obesity cases among enthusiasts. If you are a gamer who would like to keep fit, then Viro Move is a great choice, keeping you engrossed in your gaming passion while also letting you burn some calories in the process. It would also be a great option for fitness enthusiasts who may not necessarily be gaming enthusiasts but are looking for a fun way to exercise over an extended duration of time. Viro Move helps you keep fit by providing three gameplay systems in one: fists, swords as well as guns depending on the preferences of the player. Unlike Beat Saber which is a VR game that simply makes you move around, Viro Move is actually designed to keep… Read more »
  • Microsoft Has Joined the XR Association Promoting AR/VR Development
    Microsoft has joined the XR Association or XRA, a trade association representing the shared interests and goals of the headset and technology manufacturers in the augmented reality (AR), mixed reality (XR) and virtual reality (VR) industry. Microsoft will be represented on the XRA board by its assistant general counsel Heidi Holman. The move now sees Microsoft joining some of the of the tech greats and players in the industry such as Facebook, Google, Samsung, HTC Vive and Sony who are founding members of the trade association. XR Association One of the aims of the XRA is to promote the responsible development and adoption of augmented reality and virtual reality globally by emphasizing the best practices, multi-stakeholder dialogue as well as research in the field. The association aims to achieve these while also serving as an invaluable resource for researchers, policymakers as well as partners across the XR industry. The XRA group has published its comprehensive starter guide known as the XR Primer which contains an overview of some of the best practices for developers who are just getting started with their AR/VR work. The XR Primer is a 38-page document which also includes a clear breakdown as well as diagrams explaining the spectrum of enabling technologies for XR. In a press release, Microsoft has pledged to support the Association’s work including policy, advocacy and its government affairs work. The XRA trade association is also planning to define and promote the standards that will bolster the global growth of the “XR”… Read more »
  • ‘Kingdom Hearts: VR Experience’ Part 2 Coming Next Week, Includes Olympus Coliseum Update
    Kingdom Hearts: VR Experience came out early this year although the initial version was incomplete with some of the levels of missing which could have ruined the experience for some of the enthusiasts yearning for the nostalgia trip. The second part Kingdom Hearts: VR Experience is now rolling out on 24th July in the US and 25th July in Japan on PSVR. Kingdom Hearts VR Experience Disney and New Enix’s new update will transform more of the worlds from the series into a VR trip down the memory lane which will include Hercules’ Olympus Coliseum. The second part of the KINGDOM HEARTS: VR Experience is coming in an update to #PS4 on July 24 (PT/BST)!You'll be able to use motion controllers in some new, yet familiar, worlds like Olympus Coliseum! Immerse yourself in the world of #KingdomHearts like never before! #PSVR — KINGDOM HEARTS (@KINGDOMHEARTS) July 19, 2019 The latest update will add the ability to use motion controllers in “some new, yet familiar worlds” such as the Olympus Coliseum. Users will also be able to immerse themselves into the Kingdom Hearts worlds in a totally new way. Like the first part, the second part will still be free and will come with a number of experiences that were missing in the first virtual reality sample released earlier this year. According to PlayStation, players will be able to “relive unforgettable moments“ from the game with the second update. The Kingdom Hearts 3 game provided an incredible gameplay for users… Read more »
  • Microsoft Showcases New HoloLens Hologram Capable of Language Translations
    Microsoft keynote showcases  language translation and holoportation, giving event-goers a window into the future. It is now possible to have an almost life-like and hyper-realistic holographic replica of yourself but Microsoft has taken it a notch higher by having these holographic replicas speak in multiple languages. Microsoft’s Japanese-speaking hologram was one of the key highlights during the Inspire 2019 conference. Microsoft demo’d the latest innovation via its HoloLens 2 Mixed Reality headset in its keynote speech at the Microsoft Inspire partner conference which was held in Las Vegas. Azure Corporate Vice President Julia White used Microsoft’s HoloLens 2 headset to generate a hologram that presented her keynote speech in Japanese in her own voice. HoloLens Hologram at Microsoft Inspire The Windows Mixed Reality headset captured and rendered the hologram, scaling it up to a life-sized hologram that resembled White. The hologram demonstration also leveraged Azure services in translating White’s keynote speech into Japanese while still maintaining her unique voice’s inflections and tone. Apart from the body and voice capture, the project also relied on the Azure AI as well as the HoloLens 2 technology in transforming the real human presenter into a 3D hologram that was capable of delivering a presentation in any language. The keynote begins with White wearing the Microsoft HoloLens 2 mixed reality headset and then sticking out her open hand for it to be seen by the mixed reality headset. At this point, a miniaturized green model appeared out of nowhere. White demonstrated how the tiny… Read more »
  • Drag:on VR Controller Provides Haptic Feedback Based on Drag and Weight Shift
    Standard virtual reality controllers are perfect for interacting with and manipulating objects in virtual reality environments but they lack the sophistication to translate realistic and kinesthetic impression of features such as sizes, resistance, weight and inertia which are often rendered through vibrational feedback. Virtual reality experience is mostly a visual and audio experience so you will be able to see and hear everything that happens in the simulated environment. However, there are various sensations that are lacking in VR such as the sense of smell, taste or touch. This is about to change. Engineers at the Research Center for Artificial Intelligence in Germany have designed a new virtual reality controller which can convey the kinesthetic impressions through the use of a unique fan shape. The virtual reality controller will be able to convey the sensation of weight in virtual reality which could have a transformative impact in how we experience VR. The concept and implementation is known as Drag:on and offers an ungrounded shape-changing virtual reality controller which delivers a dynamic passive haptic feedback based on a combination of air resistance or weight shift or drag. The engineers Antonio Kruger and Andre Zenner developed the shape-changing Drag:on VR controller concept by capitalizing on the weight shifting and airflow to generate haptic feedback. When this happens, it creates the feeling of the object size and movement when the object is handled in VR. The VR controller manipulates both drag and the rotational inertia felt by the user by dynamically adjusting its… 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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