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.

  • Encourage Collaborative Learning in the Classroom with a Multiplayer VR ExperienceEncourage Collaborative Learning in the Classroom with a Multiplayer VR Experience
    Encourage Collaborative Learning in the Classroom with a Multiplayer VR Experience 2020 saw one of the most dramatic changes to the way we teach in modern history. With countries all over the world following strict social isolation rules, students had to do much of their learning remotely. With no collaborative learning in the classroom and interactions with their fellow classmates, it is no surprise social isolation increased for many students.  Not only has isolation impacted student well-being; research also shows remote learning can often have a detrimental effect on student engagement. The National Foundation for Educational Research (NFER) showed that – on average – less than half of the pupils (42%) engaged in remote learning and 90% of teachers believed that students were doing ‘less or much less work’ than they would usually expect.   Deliver Collaborative Learning in the Classroom and Remotely with ClassVR One of the main challenges faced by teachers is a lack of engagement from students and a general lack of motivation. We are excited to introduce a ‘guided group sessions’ update that is available from the ClassVR Portal to help boost student engagement and motivation.   Prior to COVID, ClassVR created a shared learning experience for students. Whether they were exploring 3D models in augmented reality, discussing 360-degree pictures and videos or even diving into 3D virtual reality worlds and explorable scenes in the classroom, this was all lost when schools closed their doors.   This new feature means both students and teachers can connect and use any of the explorable scenes on the ClassVR Portal (or any of the exciting new scenes that are part of Avanti’s World), as a group, irrespective of location. Using advanced browser-enabled technology, that we call VRroom, these scenes are accessible from ClassVR headsets or any device with a web browser, perfect for remote learning.  The ‘guided group sessions’ are the first-of-their kind to encourage students to explore a virtual reality scene together – the ideal… Read more »
  • BIOLOGY – Digestive System (Student Age 9-10)BIOLOGY – Digestive System (Student Age 9-10)
    BIOLOGY: Digestive Systems (Student Age 9-10)Diamond Junior School, Nairobi, Kenya This was the learners first lesson in their Science topic – The digestive system. ClassVR helped to stir curiosity around the subject and assisted learners in identifying the different parts of the digestive system, understanding their specific functions, and knowing how the human digestive system operates, from digestion to egestion. Milyscent Mweyeri Grade 4 Class Teacher PRACTICAL SESSION During the lesson, learners were taken on a 360–degree virtual tour of the digestive system using the ClassVR headsets. The video clip was uploaded to the My Cloud section on the ClassVR portal and pushed to the ClassVR headsets, where learners got to view different parts of the system and understand their functions. The VR tour provided the opportunity for learners to visualise what they learnt in theory, all from the classroom. For example, learners were able to watch the process of bile (a yellowish-brown fluid) being produced by the liver and associating this with the fact bile aids the digestions of lipids in the small intestine. They were also able to visualise how hydrochloric acid and enzymes (called proteases) break down proteins into smaller chains of amino acids, and then, how amino acids are released into the bloodstream, transported to various cells throughout the body to repair tissue and build muscle. The learners were very curious to learn more and asked lots of questions about the structure of the digestive system. IMPACT ON LEARNING The VR experience formed the end of… Read more »
  • Avantis Launches a Free Social Engagement Tool for Student Well-beingAvantis Launches a Free Social Engagement Tool for Student Well-being
    Avantis Launches a Free Social Engagement Tool for Student Well-being We know first-hand the impact school closures are having on students worldwide and we asked ourselves, what can we do to help? Our dedicated team has been working tirelessly to help create a solution to combat isolation and improve student well-being and today, we are able to make that solution available to all schools worldwide.   We’re so proud to announce the launch of VRroom, a free social engagement tool for student well-being.  What is VRroom? Free to all schools throughout 2021, VRroom uses brand-new VR collaborative technology to transport students into engaging spaces, called VRrooms to communicate as a group or even a one-on-one level. From a virtual playground or a sun-soaked beach, to a fun and exciting pirate ship or space station, students can explore and be together all from behind VRroomies, fun character-based avatars.  There’s so many VRroomies for your students to choose from, you can be a pirate, a gingerbread man, a knight, you name it! VRroom creates a much more comfortable way for students to interact, helping to boost their confidence and remove anxiety associated with video conferencing tools.   Enhance student well-being with VR technology Throughout the pandemic, 76% of parents and carers are worried their children are lonely due to school closures. Every school day, students are missing vital social interactions with their classmates, such as recess and lunchtimes, which is having a detrimental impact on student well-being. We’ve launched VRroom in a bid to combat this, by allowing teachers to bring students together into safe and engaging virtual spaces, where they can communicate and interact from anywhere with a web browser – no headset required!  It’s so simple to use and you’ll be set up in a couple of… Read more »
  • HISTORY – Battle of Britain (Student Age 15-18)HISTORY – Battle of Britain (Student Age 15-18)
    HISTORY - Battle of Britain (Student Age 15-18)Stanberry R-II, Stanberry, MO, Gentry County, USA This session allows students who have started the WWII unit to analyze one of the first major battles of WWII. The goal was for students to be able to see some of the vehicles used during the battle and connect that to the outcome of the battle. Our students were able to compare and contrast the vehicles from the different sides of WWII and also compare it back to some of their knowledge of WWI. Jeffrey Maronde High School Teacher PRACTICAL SESSION Taking turns, the students described what they saw, and we had a class discussion on how the vehicles shown differed from each other and how their features helped these vehicles in battle. Using the zoom and rotating tools on the headset allowed the children to fully explore the aircraft and the tank to see how it might have operated in battle. We also discussed how these vehicles differed from their counterparts from WWI. This was used to supplement along with notes about the Battle of Britain and students were able to hypothesise how the Spitfire allowed the Royal Air Force to ultimately win the battle and stop the invasion of Britain by the Nazis. IMPACT ON LEARNING Having the ability to see the vehicles of war with the headsets, they had a better understanding of what these looked like and how they were used in war. This provoked discussion of why they were designed… Read more »
  • BIOLOGY – Biological Systems (Student Age 10-11)BIOLOGY – Biological Systems (Student Age 10-11)
    BIOLOGY: Biological Systems (Student Age 10-11)University of Glasgow, Glasgow UK Very recently, I started to look into the possibility of studying the effect of virtual reality in education, with the aim to analyse the impact that this type of technology has, not only on the understanding of difficult concepts in science education, but also on the learning experience that teachers and students share every day in the classroom and the enjoyment that comes from this mutual exchange. In the last few months, I have started a collaboration with Avantis, and implemented ClassVR in my teaching by  planning, in collaboration with my colleagues, some lessons for the PGDE primary student teachers, with a balanced blending of traditional as well as innovative effective pedagogy techniques. Gabriella Rodolico University Lecturer PRACTICAL SESSION A pit-stop tour of active learning methods in preparation for an on-campus teaching session was organised for our PGDE primary student teachers who, in a meta-level approach, had the chance to test several teaching tools. Pupils moved from traditional peak flow meters and body organ aprons, to innovative augumented reality t-shirts showing the internal organs, and virtual reality ClassVR headsets with an immersive virtual tour around the body. The children explored the different organs and body components available to them in the human anatomy playlist. The following week, PGDE primary student teachers had to plan a lesson on body systems, in a micro-teaching cooperative style, for the primary six pupils from Corpus Christi Primary School, who were invited to visit the… Read more »

Virtual Reality News

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

  • iPhone 13 to Have LiDAR Scanners Across Board                    iPhone 13 to Have LiDAR Scanners Across Board                    
    Apple’s forthcoming iPhone 13 will have a 1TB storage options for some of the models as well as LiDAR Scanners across the whole lineup, based on a report from Wedbush analysts. This means that Apple could in the future rely more on iPhone AR with LiDAR. Apple iPad Pro LiDAR scanner Apple’s LiDAR technology is currently in the iPhone 12 Pro and Pro Max. The sensor continuously throws a light grid into the room and then measures the distance at which the points fall on an object. This results in a more precise 3D measurement of the room compared to what you’d get by using a single smartphone camera. This, in turn, leads to nicer 3D scans or better AR effects, for instance. Google already had LiDAR technology for its discontinued Tango smartphones for Android but its implementation was less sophisticated than Apple’s LiDAR scanner.  In the coming weeks, Google is also planning to roll out an update for the Android smartphones with two cameras which should enable the 3D measurement of the room using a stereoscopic double camera perspective. With the iPhone 13, Apple will be relying even more on Lidar AR. Both Google and Apple have two fundamentally different approaches to the implementation of AR in their smartphones. Google’s approach aims to optimize the existing hardware through better software and AI technology while Apple’s approach relies on special hardware for better AR. It is becoming apparent that Apple will stick to its hardware approach: while only the two… Read more »
  • Epson Unveils its Latest Moverio AR Smart GlassesEpson Unveils its Latest Moverio AR Smart Glasses
    There are already three devices in Epson’s Moverio range of augmented reality devices, a product lineup that targets the enterprise market. Epson is now expanding the Moverio range of its AR glasses with two new devices, the Moverio BT-40 and the BT-40S that are now available for pre-order. Epson Moverio BT-40 Epson is already an old hand in the data glasses market segment. However, its devices have so far only targeted the enterprise market. This will change with the new BT-40 glasses which Epson markets as “multimedia glasses” for displaying digital displays. The BT-40 glasses do not have built-in tracking technology like the newer AR devices such as Nreal, Lenovo and Vuzix. It therefore, probably, won’t anchor 3D graphics permanently at a single point in space as is the case with the Nreal smart glasses. However, the BT-40 at least supports rudimentary motion detection with a gyroscope an accelerometer. Epson Moverio BT-40S: The S-model of the BT-40 comes with an Intelligent Controller and is Android Store-compatible Both the Moverio BT-40 and BT-40S have a binocular design that is powered by Epson’s see-through Si-OLED display technology and both of them offer a 34-degree field of view (FoV), a full HD 1080 display resolution, improved connectivity as well as greater wearing comfort. Setup is Equivalent to a 120-inch TV at 5 Meters Viewing Distance Both Epson glasses give you an integrated Si-OLED display with a resolution of 1.920 by 1,080 pixels, a full RGB structure as well as a refresh rate of… Read more »
  • Virtuix Omni Raises $11 Million From 4,000 Investors for Its Consumer TreadmillVirtuix Omni Raises $11 Million From 4,000 Investors for Its Consumer Treadmill
    Virtuix launched a crowdfunding campaign five months ago on the equity crowdfunding platform SeedInvest for its consumer product, the Omni One omnidirectional treadmill. Yesterday, Virtuix revealed that its crowdfunding campaign has so far raised $11 million from more than 4,000 backers with one month to go. Artist Rendering of Virtuix Omni One omnidirectional treadmill The fundraising campaign will end on 2nd April 2021 and Virtuix hopes it will hit its $15 million target by this date. Virtuix chose SeedInvest instead of the traditional crowdfunding route on the platforms such as Kickstarter. Fundraising through SeedInvest allows Virtuix to sell its shares to the public. The platform has a minimum investment of $1,000 and investors also get a 20% discount as a perk when purchasing the Omni One treadmill which costs $400. Omni One will be available in two versions in 2021. There is a “dev kit” package that is sold for $995 and which doesn’t include a headset. This package is ideal for both developers and virtual reality fans who already have both a VR headset and a VR-ready PC. The complete Omni One entertainment system that includes an operating software and an all-in-one virtual reality headset retails at $1,995 or can be purchased via a monthly payment plan of $55 per month. Virtuix CEO Jan Goetgeluk expressed his optimism following the success on SeedInvest and noted that this hinted the strong market demand for Omni One given that many of the new investors participating in the crowdfunding campaign are also… Read more »
  • VRChat Avatar Creation Gets Simpler with Free Customizable AvatarsVRChat Avatar Creation Gets Simpler with Free Customizable Avatars
    VRChat immerses you into an extensive online social world with lots to explore and you need some kind of avatar with which to traverse this huge social VR world. VRChat gives you a basic body and a host of community created avatars to pick from but some users would want to personalize their online identity a little more and create their own avatars that accurately represent who they are. Wolf3D is now simplifying this process via its newly integrated app known as Ready Player Me. Ready Player Me is Wolf3D’s free avatar maker which supports exporting your avatars to VRChat thereby simplifying and speeding up the process of getting your customizable avatar into what is one of the most popular social VR platforms available. Ready Player Me Avatars Ready Player Me saves you from having to rely on the user-created avatars or having to build your own avatar if you are technically-inclined. This allows you to personalize and embody an avatar that will feel close and intimate to you. Ready Player Me is a web-based tool with which you can create custom avatars in a matter of minutes and with the integration with VRChat, you can now import these own created avatars directly into VRChat in a matter of minutes with the push of a button. According to the site, this exporting of your created avatars into VRChat currently takes anywhere between 10 and 15 minutes due to the high user demand. You can create your own Ready Player Me… Read more »
  • Sony Officially Confirms Next-Gen PS5 VR Headset Coming Post-2021Sony Officially Confirms Next-Gen PS5 VR Headset Coming Post-2021
    After years of silence, Sony last week officially confirmed that a follow-up to its original PVR headset, a next generation PS5 VR headset will be released in the future, post-2021. This will be a next-generation virtual reality headset for PS5 consoles. Not much is known about this next-gen Sony VR headset. There is no official name yet and the headset will not launch this year. The original PSVR On its PlayStation Blog, Sony Interactive Entertainment revealed that the virtual reality headset will have enhanced field of view, resolution and tracking compared to its original PSVR headset that came out in 2016. The original PSVR had a 1080p display with the tracking functionality coming from a user-facing PlayStation Camera which followed the lights on the headset and the motion controllers. However, these controllers did not allow for 360-degree tracking. In the blogpost, Sony’s senior VP for Platform Planning & Management Hideaki Nishino says the new VR headset will bring “dramatic leaps in performance and interactivity.” Hideaki said that the new headset will enable players to feel “an even greater sense of presence and become even more immersed in their game worlds.” Sony revealed that it is improving everything in the new headset including the resolution, field of view, tracking and input. This next generation headset will connect to PS5 via a single cord. There is still no mention of a wireless functionality. However, Sony confirmed that the new kit will have a new VR controller which will implement the features that… 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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