Augmented reality in books is a bridge between the physical and digital worlds, adding a new dimension to the narrative. This technology improves the user’s experience, enriching the content of the printed media with stunning digital content, creating an attractive and immersive environment where children read and learn more without realizing that they are doing so.
A very common objection to the use of this technology in this field is that it takes the reader’s attention away from the story itself. With respect to this, it is important to underscore that the goal of augmented reality is not to replace traditional written stories, but rather to add a layer of digital content that enhances the reader’s imagination, creating a unique experience that opens up a new point of entry for reluctant readers.
A great advantage of applying augmented reality to books is its capacity for interaction. Readers can interact with the story, just like in a videogame, connecting learning and fun in a totally new way through this medium. This interaction can be carried out in multiple ways, and even with real objects or physical products like trading cards, magazines or boxes.
In summary, the goal is to combine the printed and digital worlds, creating a totally new product that is more attractive than the sum of its parts, providing a new way to raise publisher’s profits.
Augmented reality is also very useful in education, since it allows the educational information in a book to be enriched by adding all kinds of multimedia resources. The most interesting resources would be the 3D models and animations, through which the understanding of the structure of three-dimensional elements is greatly enhanced, as compared to a classic two-dimensional image. For example, in an anatomy textbook, upon recognizing that we are reading the page corresponding to the parts of the human skull (or any other part or organ), we can add a high-quality 3D model which the user can see from different perspectives, as well as scale it, rotate it, and see its components in three dimensions. And not only that, but also 3D animations that describe the function of the internal systems of the human body! We have already successfully implemented this idea in a project with the CIMA. In order to get a better idea of the possibilities of this application, we recommend watching the video that located on this very page.
Logically, this idea needs a huge market to reach a big number of potential consumers. Mobile devices fit greatly, due to several reasons:
High scalability, as published content requires no modification or reprint, avoiding the large costs that would suppose.
Huge target, as there is a audience of between 200 and 600 million AR-capable mobile devices. As mobile hardware is improving so fast, this target will grow becoming almost universal.