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.

  • MATHEMATICS VR CASE STUDY: Creating 3D Shapes (Student Age 9 -10)
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    MATHEMATICS VR CASE STUDY: Creating 3D Shapes (Student Age 9 -10)Avantis Education “Before I started working for Avantis I was a Year Five teacher for three years and I was always looking for new ways to embed computing across the curriculum. One really exciting way to do this is using Paint 3D to create 3D models of shapes that can then be viewed and checked using ClassVR headsets.” “Giving students the ability to actually create their own shapes using simple computer software deepens both their understanding of the properties of shape and their digital literacy skills.” Chris Bass Educational Specialist PRACTICAL SESSION To start this session I talk with students about the differences between 2D and 3D shapes and how they relate to one another. We then look at how a net relates to its 3D counterpart using a printed cube net – I like to use the ARCube net for this, as it can then be used with the resultant 3D models! After introducing the basics of using Paint 3D I then challenge students to create 3D models of some pre-prepared nets. These can be grouped to differentiate for varying abilities or completed in mixed ability pairs. As the students complete their shapes, I can upload them to My Cloud on the ClassVR portal and upload the model directly to them for evaluation. Does it look correct? Is it symmetrical? Do you need to edit it? The students can then use their ARCube to manipulate their creation and study… Read more »
  • GEOGRAPHY VR CASE STUDY: Under the Sea (Student Age 6 – 7)
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    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)
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    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)
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    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)
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    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 »

Virtual Reality News

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

  • Magic Leap and Air New Zealand Partner for an AR Game
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    Air New Zealand has partnered with Magic Leap and showcased a new augmented reality game called “Fact or Fantasy Game of New Zealand”. Also involved in the effort is the UK software outfit Framestore. Air New Zealand’s new AR tech toy can be experienced with Magic Leap’s Lightwear headset which was released in 2018 and which competes with some of the top hitters such as the Microsoft HoloLens and Moverio by Epson. The Magic Leap AR headset goes for $2295. Wearing the Lightwear headset, players can immerse themselves into the world of “Fact or Fantasy Game of New Zealand”. The game can be enjoyed with multiple players and takes place around a snooker-sized table which has a topographic map of New Zealand. Fact or Fantasy Game of New Zealand With the headset on, players will see floating holographic images which will appear on the virtual table. There is a Kiwi quizmaster asking questions about NZ while 3D representations of some of the top tourists spots in the country float before you. The participants can play against one another and they can tap a virtual Fact or Fantasy button after every question. An augmented reality headset superimposes digital content on the player’s real world view of their surroundings so you are unlikely to experience the motion sickness that many undergo when they wear virtual reality headsets. With augmented reality, you also have an ultra-realistic interaction with objects in the AR environment. In the game for example, you will be able to… Read more »
  • Nintendo Labo VR Kit Provides a Hands-On DIY Virtual Reality
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    With Nintendo’s latest Labo kit, users can now code their own virtual reality games in an almost silly LEGO kind of way. Nintendo just released a DIY cardboard accessory kit for Switch less than a year after the launch of its original Labo kit. The new VR kit is a fun introduction to virtual reality for kids and adults and is a re-imagination of virtual reality experiences through simple and shareable “minigames” that have been designed to get many people playing and interacting with virtual reality. All of these minigames must be played with the headset held close to the face and there are pros and cons to this. For kids, holding the Switch screen up to their faces for long can be tiring but on the positive side, the minigames on the Labo kit that have been designed to be played in turns and it is therefore a lot quicker to pass the screen around than have to deal with the fuss of taking your headset on and off. Passing the headset around among players also helps in encouraging virtual and real-world interactions. There are a total of six Toy-Con creations which can be made with the Labo kit. These include the camera, blaster, bird, elephant and a single pair of virtual reality goggles. To get the virtual reality experiences, you have to combine the VR goggles with the rest of the Toy-Cons. By slipping into each of the Toy-Con peripherals, you can unlock a world of exciting virtual… Read more »
  • Israeli AR Startup Infinity AR Acquired by Alibaba
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    The Chinese e-commerce giant Alibaba has acquired the Israeli augmented reality startup InfinityAR for an estimated $10 million according to market sources. Alibaba already held a major stake in the startup from an earlier funding round. The Israeli startup has a technology which can utilize basic hardware to transform any device into a content augmentation platform. Infinity Augmented Reality InfinityAR developed the technology solution which allows application developers to offer augmented reality applications in mobile devices and wearables thereby giving users a richer augmented reality experience as well as a user interface that is both natural and intuitive. The Israeli startup was started in 2012 by Moshe Hogeg and has to date raised more than $25.5 million from a host of investors that includes Alibaba, the Japanese tech giant Sun Corporation and the Israeli venture capital firm Singulariteam. InfinityAR will now become Alibaba’s research and development center in Israel and the Chinese e-commerce giant will merge the 25 employees at Infinity’s center in Israel with another of its existing R&D team in Israel that’s working at its Machine Vision Laboratory bringing Alibaba’s total R&D team in Israel to 50. Machine Vision Laboratory, Alibaba’s Tel Aviv-based research and development center, is mainly focused on artificial intelligence and computer vision technologies. Alibaba is interested in the InfinityAR product since it’s an open platform that could be a game-changer in the gaming and shopping world in the not so distant future. With the cellular system about to undergo a revolution with roll-out of… Read more »
  • Microsoft Introduces OpenXR to Windows Mixed Reality in a Cross-Platform VR Play
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    In a move that will help unify cross-platform virtual reality development, Microsoft has just incorporated OpenXR into its Windows Mixed Reality devices. The move is aimed at making it a lot easier to port VR apps and games between various platforms. Adoption of immersive technologies is growing in leaps and bounds but the potential is stunted by the sheer number of different types of hardware and platforms, particularly where you have games that are exclusive to certain devices. This limits the experience of VR content to within clusters of users who own the compatible devices and locks out the vast majority of other users who might have different types of devices. A good example is the Robo Recall which is available only on the Oculus Rift and not on the HTC Vive unless the Vive user Vive fiddles with some hacks or workarounds. The cross-platform VR compatibility that OpenXR promises is aimed at addressing this fragmentation in the consumer-grade virtual reality so as to have VR apps capable of working seamlessly across this disparate hardware landscape along with their various runtime environments. So far, even the biggest of immersive reality studios struggle to create apps that will run seamlessly across multiple platforms which highlights the scale of the challenge. Smaller studios are likely to create apps that will run within a limited range of ecosystems thereby denting the reach of various mixed reality applications. The introduction of OpenXR will not stop certain platforms from creating platform-exclusive games and apps but… Read more »
  • GDC 2019: Tobii Launches New Mixed Reality Eye-Tracking SDK
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    Tobii just unveiled a new software development kit (SDK) for mixed reality applications at this year’s Game Developers Conference (GDC 2019). The Swedish high-tech eye tracking company also announced a new set of resources it will release that developers can use to design immersive interactions that leverage head-mounted displays (HMDs) with built-in eye tracking technology. The features of the new eye tracking SDK include the Tobii Intelligent Objects which enable users to intuitively select items by using machine learning and algorithms in mapping out eye tracking signals to objects in a scene. Tobii’s new developer guides and tools are expected to ease the integration of eye tracking in significant ways ranging from providing new libraries and APIs that enable intuitive object mapping and selection to the delivery of example codes and implementation tutorials. Tobii Eye Tracking Kit: Tracking Eye Tracking has become standard in mixed reality devices Tobii hopes to provide software developers with one of the most advanced and easiest to implement sets of guides, APIs, code samples and tutorials for eye tracking. The launch of the new sets of SDKs along with development tools and resources will now enable developers to easily leverage eye tracking technology for HMDs and develop the best experiences for their users. The SDK will also address ways in which the user interface can be improved to ensure smoother and faster navigation with more streamlined menus and the hiding of unnecessary UI elements when the user’s eyes are not looking at the display thereby… 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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