Augmented Reality Apps for Books is the Future of Publishing
Innovation: the secret ingredient to increase audience curiosity about what is inside printed books.
Not all people love reading, but full-length books still remain popular, surviving in the era of television and digital media. For years, technology has been the publishers’ helping hand providing them with new ways of telling stories.
Looking back, books have come a long way from printed, text-only editions through illustrated albums and pop-up books to fully interactive multimodal stories. Now it’s the smartphone’s turn: the next big thing to partner with books for augmented reality publishing.
Readers need vivid, charming illustrations to engage their imagination and boost creativity—a challenge for some when books have only word descriptions. Many readers need visualization and interactivity. Books that combine text, pictures and digital content is the latest trend and in great demand.
New experience through augmented reailty publishing
From narrative to interactive story.
Almost every book can be improved with augmented reality [AR] making AR the next frontier—and a new revenue source for publishers. By using smartphone apps, books become as interactive as possible. When readers point a smartphone camera at a picture, they can watch a video, listen to audio, play with a model, or read interesting facts. Augmented reality software motivates their activities to read further, to draw, to study models or to play with them, and to improve their attention span by searching for hidden objects.
Digital storytelling. Augmented reality will definitely be a great help for classic literature. With an AR app, you can see how big Moby Dick compares to Pequod or how Old Jolyon Forsyte was dressed.
Gamebook. Users can choose an options and see the results as a short video flashback. The app can also show animated characters, their skills and progress, count points, and much more.
Pop-up books. This augmented reality-like technology has been standing around for long time on your bookshelves. Now, static pictures can appear in three dimensions, move and even interact.
Illustrated atlases. Children (adults too) can see different animals, historic buildings, the human body, and hundreds of other amazing things standing on the dining room table. View them from different angles, watch short videos or read quick facts.
Coloring books. Now children can color a character and interact with it on a device’s screen and even make it respond to their touches. Or, children can play a mini game featuring the character they have just colored.
Augmented puzzles. When users finish a puzzle with New York picture, they can launch a dedicated app and enjoy the panoramic view of the city.
Playing cards can be also interactive. They can be used to play mini games, model animals, monsters, gameplay characters, to collect them or make battles.
In conclusion. The success of Pokémon Go has made augmented reality a recognizable technology. The fusion of books and augmented reality has a bright future because augmented reality mobile apps will help readers with their imagination, by making characters seemingly come alive.
Even more important: like Pokémon Go is good for one’s health because it makes players walk long distances and communicate with other people, augmented reality-based books will help children learn in an enjoyable way—they won’t even realize they are learning. The app will supply them with information which they are more likely to read because it is structured, context-based and they do not need to scan the whole Internet and then filter the relevant information.
Also, augmented reality software development does not cost too much because we now have enough tools for it in 2016.