AR technology is transforming children’s books and video games at the same time.
With the start of the augmented reality games in traditional books trend by Sony, with its Wonderbook for PlayStation 3, both of those forms of entertainment have been redefined and many other products are now being released to enhance the reading experience – particularly for children.
Among the most widely publicized successes of AR books for kids was iDinosaur.
However, it was truly the Wonderbook that sent augmented reality books into the mainstream almost two years ago. The idea behind this technology is that a physical book contains a number of different components that are not detectable to the human eye. The only way to be able to access and view them is to use a smartphone or a tablet and the right apps to bring them to life.
For instance, a child’s book could be read on its own, or include augmented reality components to allow for interaction.
When children’s books such as iDinosaur are viewed through the assistance of mobile devices and AR apps, the illustrations can appear to spring to the page and move about. Tyrannosaurus Rexes have since been leaping out of the pages to show their stuff – though in a much smaller and much more digital form, of course.
In 2014, the trend has continued through the French Connection. They have now released the first volume of a children’s story series, Jack Hunter, which will introduce their own interactive AR elements. This book will work as a standalone novel that can be enjoyed by itself, or it can be viewed with the assistance of mobile devices that help the reader to unlock a broader range of different interactive elements.
These include augmented reality images as well as additional interactive stories and games. Though this may seem quite complex to parents, the latest generation of youngsters is proving to be increasingly comfortable with touchscreens, apps, and the overall concept of smart devices. As many households now contain at least one of these mobile gadgets, it can make AR technology based books quite a comfortable fit into the overall reading experience.
Augmented reality featured on cover of Rolling Stone
Augmented reality has come to South Africa. The technology, which is acclaimed for its ability to engage consumers with high quality digital content, has been experiencing a rapid rate of growth and adoption all over the world. Augmented reality is capable of providing consumers with a dynamic experience where they would have otherwise found nothing, which is part of the reason the technology has become so popular with businesses. This week, the South African edition of Rolling Stone magazine brought the technology into the limelight by featuring augmented reality on its cover.
Cover content unlocked using Layar
The cover of the magazine, as well as some of the pages therein, are embedded with digital experiences that can be unlocked using a smart phone. These experiences were crafted with the help of Layar, one of the world’s leading augmented reality platforms. Much of the digital content that consumers can unlock is concerned with musician Anno Carstens. This content, much of which takes the form of interactive video, can be seen using the Layar mobile application, which is available for both Android and iOS platforms.
Sony’s Wonderbook also arrives in South Africa
The magazine is not the only ship that brought augmented reality to South Africa. Acclaimed game maker Sony has also launched a new title called Wonderbook in the country. Wonderbook is a peripheral system for the Playstation 3, which allows gamers to experience augmented reality content. The first title that will be associated with the Wonderbook platform comes from prestigious author J.K. Rowling and will feature that magical spells that Rowling’s Harry Potter has become known for.
Country could become a valued market for augmented reality products in the future
Augmented reality is making waves around the world. South Africa is one of the latest countries to see augmented reality find its way into magazines and games. If consumers respond favorably to the technology, South Africa may become a primary market for companies that are interested in providing digital services and content based upon this technology.
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