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.

  • ClassVR announced as VR Awards finalists for 2019
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    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
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    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
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    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
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    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 portal.classvr.com 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)
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    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.

  • Drag:on VR Controller Provides Haptic Feedback Based on Drag and Weight Shift
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    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 »
  • Tarzan VR Coming to VR Headsets Later in 2019
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    The Tarzan VR game is currently undergoing development by Stonepunk Studios, who are also the creators of Primordian. The episodic adventure will be published by Fun Train and the publisher is planning to release the game episodically later in the year through various virtual reality headsets including Oculus Rift S, Valve Index, HTC Vive and PlayStation VR. Tarzan VR The game is a single-player and is based on the work by Edgar Rice Burroughs. Players will be able to embody Tarzan, a jungle-traversing titular character. Fun Train is planning to release the game in five open environments each of which will offer players its own unique sets of geographical challenges and landscapes. Players in Tarzan VR will also be given access to unique Tarzan jungle skills like Fish Eye, Call of the Wild and Earth Vision. As the embodiment of Tarzan in the VR game, you will be able to swim, swing, climb and fight your way across various environments using varied weapons and challenges in each of the environments. The creators of Tarzan VR plan to release the game in five different issues from late this year.  The studio has offered the following summaries for each of the segments of the game:- Issue 1: The Great Ape- In this episode, a group of invaders abduct Jane and Tarzan must look for wisdom from The Great Ape to help him discover the trail of the mystery captors. Issue 2: Jagged Edge-Tarzan embarks on the pursuit for Jane’s captors in this… Read more »
  • KAT Loco Sensors Provide a Complete Wearable VR Locomotion System
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    Virtual reality controllers and headsets now easily track head and hand movements. However, the last terrain that has proven difficult to conquer is foot-tracking. The games hardware company KAT is solving that by creating a virtual reality locomotion system that is designed to offer users a complete wearable locomotion system that will allow them to walk in virtual reality devices by attaching sensors to their ankles and hips that transmit data back to the VR game. KAT Loco The new games company had crowdfunded for its wearable tech, christened KAT Loco, on Kickstarter, a fundraising initiative that has been massively oversubscribed, raising $182,000 out of the targeted $50,000 so far. The device will consist of a set of three sensors that will attach user’s ankles and hip and then translate the real movements of the player such as walking, strafing or running in the virtual reality game. It is a foot-based virtual reality locomotion system that provides the user with the full physical control over the actions in their lower-body thereby enabling them to perform any other foot action in virtual reality be it walking or running. Now the company’s early-bird pledges are almost ready for shipping for prices ranging from $95 to $119. Worldwide shipping for the product is expected to start next month, in August 2019. The demonstration video below provides an overview of how the system works and how it can be deployed in games to control the player’s in-game character. KAT Loco Wearable VR locomotion By… Read more »
  • Google’s Art Gallery Coming to Your Pocket    
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    Google Arts & Culture debuted its Pocket Gallery last year which featured works by Johannes Vermeer. Now the tech giant is just about to expand the palette on its app by showing off more paintings as well as sculptures in augmented reality through the user’s smartphones. The latest initiative will also offer users an immersive tour of some of the world’s leading art galleries and museums. The new AR arts feature will be available in the Google Arts & Culture app for both iOS and Android. Dubbed “The Art of Culture”, the app features some 33 famous paintings from across the world which have been organized into wings based on the color palette. Some of the artists to be featured in the AR experience include Vincent Van Gogh and Pablo Picasso among others.  Now you can look forward to experiencing the works of some of the greats in your personal space via augmented reality. Google Augmented Reality Art Just like in Google’s earlier Vermeer gallery, users will be able to overlay a miniature version of the virtual gallery onto their physical environments through the ARCore or ARKit. “The Art of Color” feature in the Google app can be accessed by first opening the app and the clicking on the camera icon button which can be found at the bottom of the app. In the next menu, users will see a menu that has the Pocket Gallery option. When users click the Pocket Gallery menu option, they will be prompted to… Read more »
  • Facebook Has Developed a Haptic VR/AR Wristband Prototype
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    A team at Facebook Reality Labs in collaboration with a PHD intern from Rice University have developed a new haptic device known as Tasbi which is worn on both wrists. The haptic device uses a combination of vibrations and squeezing (dynamic tension adjustment) in mimicking the haptic feedback for the virtual objects. Every “tactor” in the wristband will include the individual linear actuator to allow for a precise control of vibrations. Facebook Tasbi haptic feedback wristband prototype So far, the primary tools for interactions between the VR/AR headset wearers and the virtual worlds they immerse themselves into have been the handheld controllers. The Facebook wristband prototype represents what the future controllers could be: hands-free virtual reality controllers where the users won’t need to hold the controllers in their hands to feel the feedback from the VR environment. The innovative wristband prototype for a hands-free future was unveiled by the Facebook Reality Labs. Known as the Tasbi wristbands, the prototype is capable of sending different types of haptic feedback through the hands and wrists of the wearer. The Tasbi wristbands were revealed during the World Haptics Conference in 2019 and they came as a set of small boxes which are linked through a central band. There is a single large box centered to appear like an oversized smartwatch and which houses the haptic actuator. Then there are the small boxes each of which contains its own linear actuator that can precisely send vibrations while also dynamically adjusting the tension from various… 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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