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.

  • 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 »
  • PHYSICS VR CASE STUDY: The Science of Flight (Student Age 11 -13)
    PHYSICS VR CASE STUDY: The Science of Flight (Student Age 11 -13)Red Arrows. Royal Air Force “A big aim of the Royal Air Force Aerobatic Team is to inspire the next generation – potential future pilots, engineers and technicians. The Red Arrows is one of the world’s premier display teams and has provided great footage from inside the cockpit to ClassVR. This offers a fantastic opportunity to bring the science of flight to life. This lesson will require a moderate level of digital literacy and a core understanding of CoSpaces – the ability to create an environment, add objects and code them using block coding or Javascript will be required to get the most from the session.” Red Arrows Team The Royal Air Force PRACTICAL SESSION This session explores the key forces that are involved in flight, specifically when looking at the Hawk jet used by the Red Arrows. To begin, use the ClassVR portal to play the video and discuss with students how they think the plane is able to stay in the air. This is an assessment opportunity for prior knowledge and a great time to discuss the forces in play on a plane in flight – thrust, drag, lift and weight. After explaining and demonstrating these forces, introduce students to the 3D model of the jet and ask them to identify key features of the vehicle, as well as any specific design aspects which make them aerodynamic and fit for purpose. Afterwards, introduce the students to the… Read more »
  • SCIENCE VR CASE STUDY: Space (Student Age 9 -10)
    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)
    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 »

Virtual Reality News

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

  • Google Unveils New $999 Enterprise Augmented Reality Glasses
    Google has announced a new business-friendly enterprise augmented reality headset that will definitely be taking on the newest version of Microsoft HoloLens. The Glass Enterprise Edition 2 will be a continuation of the transition that the tech company began two years ago for the device and, like Microsoft HoloLens 2, is targeting workers out on the field or on the factory floor. Google Glass wearable The new version of Glass will provide a longer battery life, USB-C Port, an improved camera as well as lots of new improvements in the features over the previous model. Perhaps the biggest surprise is the price. For a device that will be taking on the pricier Microsoft HoloLens 2 which goes for $3,500, the new Google Glass AR glasses are significantly cheaper, with an MSRP of $999. Google is planning to sell the new augmented reality glasses through its vast network of partners but the company is yet to divulge a concrete date for release. Although Google has set the price at $999, expect the retail price to vary widely among the various retailers. Pricing plans are likely to include subscription options and one-time fees. Just like its predecessor, the new Google Glass AR headset is enterprise-focused and will not be sold directly to consumers. Google is not yet prepared to position its Google Glass line as a mainstream augmented reality product. In spite of that, the company is still anticipating a higher demand for its Google Glass Enterprise Edition 2. Its hardware division… Read more »
  • There are More than 550 Companies in the Virtual Reality Ecosystem
    More than 550 virtual reality companies already make up the virtual reality ecosystem according to the Virtual Reality Fund which is currently tracking companies in the VR landscape. The key growth areas driving investments in the VR sector include location-based entertainment (LBE), enterprise, gaming, next-generation reality capture and health care applications. In 2019 alone, some of the biggest VR funding deals have gone to the LBE startup Sandbox VR. On the other hand, some of the top entertainment companies such as IMAX have been shutting down their virtual reality offerings. It has been a mixed landscape. Other entertainment companies such as Spaces and Cinemark have been moving strongly into VR, launching various LBE locations in various movie theaters. Location-based virtual reality experiences are also seeing strong growth in the Chinese market. A person in virtual glasses flies to pixels. The woman with glasses of virtual reality. Future technology concept. Modern imaging technology. Fragmented by pixels The healthcare industry is also seeing strong interest and increasing investments, particularly in immersive training applications. Funding has flowed into various companies offering diverse virtual reality startups such as Precision OS, Fundamental VR and many others. Check out our article on some of the top startups and companies that are already rolling out VR-based medical applications. Apart from training applications, there have also been huge investments in virtual reality treatment applications such as Oxford VR, ProPrio and many others. A notable area that is seeing investments is the next-generation reality capture which has activated new… Read more »
  • The First AR Audio Apps for the Bose Frames Sunglasses
    Augmented reality (AR) holds great promise for the future. Its potential to keep us engaged with one another and the world around us in a conveniently hands-free and heads-up manner is limitless and increasingly, many top tech and enterprise brands are recognizing this potential and seizing the moment. Bose smart glasses are available in two styles Of the many AR-inspired innovations that are rolling out of the R&D labs and the assembly lines, one of the most intriguing has been the augmented reality audio innovation that allows users to augment their world with audio rather than through a visual experience. This audio-first approach to the implementation of augmented reality is best represented by Bose AR and its one-of-a-kind Bose Frames augmented reality sunglasses. The Bose Frames AR glasses were released in the US one year ago and hit the UK market last week with rollout planned in other markets and already, there are lots of cool Bose AR-enhanced apps that you can use with the Frames sunglasses. Bose has also updated the toolset that developers can use to create more cool apps for its augmented reality audio glasses. Here is an overview of some of the top Bose AR-enabled apps that you can try out with your Bose Frames sunglasses:- Audiojack Audiojack Audiojack is an audio movie without words, video or music. The sounds in the movie have been edited together to tell the story. The movie is 100% sound design. While wearing your Bose AR-enabled sunglasses or even headphones,… Read more »
  • Google to Shut Down its Jump VR Platform in June
    Google is shutting down its cloud-based video stitching service, Jump, this summer. The tech giant emailed the creators on the platform on Friday afternoon informing them that the Jump VR platform will be going offline on June 28. Google will start deleting users and data on the same day and has informed creators to begin downloading their data early before the platform completely shuts down. Google’s detailed plans for the shutdown have also been posted on its website. Jump-Compatible Camera Rig: Google Shutting Down Jump VR Platform The Jump VR platform was launched in 2015 to help in simplifying the process of creating 360-degree 3D videos through the use of videos and shots captured by compatible camera rigs. The rigs normally consist of multiple action cameras as shown in the image above. Once the captured footage is uploaded onto the Jump VR platform, Google leverages on its cloud to automatically stitch the footage together. It was basically a video-stitching service for 360-degree 3D  videos. Google explained in the email that the shutdown of the Jump VR platform was occasioned by the emergence of new video formats as well as of cameras for virtual reality video. With the emergence of these new cameras, formats and editing tools, the demand for the Jump assembler is continuing to fall. After June 26, Jump users won’t be able to upload new footage onto the video stitching service and the tech giant has given users up to June 27 to download all their files from… Read more »
  • Nomadic Launches New Mixed Reality Center in Las Vegas
    After the success of its debut location in Orlando, FL, Bay Area-based startup Nomadic is launching a new location-based virtual reality entertainment center in Las Vegas which will open later this year. This Nevada outpost will be Nomadic’s second virtual reality center and will be based in the Area51 complex on a site covering 6,000 square feet which will be divided into two full play-spaces. Through its location-based VR centers, Nomadic is bringing forth a new medium of immersive entertainment into the marketplace. One of its top location-based VR experiences is the Arizona Sunshine VR which combines a highly immersive environment, a high quality of production and reactive props to create one of the most spectacular location-based VR experiences. Nomadic Location-based VR Nomadic has yet to disclose the kinds of experiences that it will feature in its Las Vegas location but fans won’t have to wait too long to find out as the opening of the center is slated for later this year. The VR entertainment company aims to be at the frontiers of the next generation, out-of-home and fully immersive entertainment and towards that end, the company has created a massive curated collection of very unique retail and entertainment business along with artists and top live events that will fit nicely at the Area15 site. The choice of Area15 as its Las Vegas outpost was a good one as the company is able to work with a partner that is equally dedicated to high-level innovation and entertainment. According to… 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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