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Wonderbook<%2Fa>,%20for%20example,%20came%20with%20a%20stocky%20hardback,%20a%20camera,%20a%20"Move"%20control%20wand%20and%20a%20series%20of%20disks.%20Sitting%20in%20front%20of%20a%20TV%20with%20the%20book,%20the%20player%20could%20see%20themselves%20and%20their%20surroundings%20on%20screen.%0D%0A%0D%0A%0D%0Ahttps%3A%2F%2Fwww.bookbusinessmag.com%2Faggregatedcontent%2Faugmented-reality-could-revolutionize-childrens-books%2F" target="_blank" class="email" data-post-id="11537" type="icon_link">
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The concept behind augmented reality books is simple: a physical book contains many elements that elude the human eye, only visible through the use of various apps, gadgets and other devices.
Sony's PlayStation 3 "game" Wonderbook, for example, came with a stocky hardback, a camera, a "Move" control wand and a series of disks. Sitting in front of a TV with the book, the player could see themselves and their surroundings on screen.
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