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Can children really learn from books and products that use AR technology?
Visual appearance of 3D stereo mode. AR books bring books from the two-dimensional era into the three-dimensional era. They are no longer monotonous graphic images and people, but vivid and intuitive three-dimensional images. Therefore, AR books are very suitable for children's education, providing various intuitive, detailed and touchable 3D contents for children who lack abstract thinking. In addition, it is also suitable for showing educational scenes in medical, mechanical, electrical, chemical, geography, agriculture, water conservancy and other professional technologies that are inconvenient to appear directly in the form of words or videos. Multimedia fusion, multi-sensory influence. AR books can combine words, pictures, sounds, videos, animations, hyperlinks and other ways to give readers multi-sensory effects such as vision, hearing and touch. For readers, it is easier to understand the knowledge in the memory book. Strong interaction. Readers can directly become the protagonist in the book, interact with the characters in the book and take photos for * * * *. In a sense, readers originally did not "read" AR books, but "experienced" and "participated" AR books. AR+ books and periodicals give readers the touching experience of "reading", which has the interest of crossing and the personal experience of seeing is believing. For example, Sony's PS3, an AR book and Harry Potter's magic book. When the reader is reading a page of magic introduction, the motion controller of PS3 will turn it into a strange effect around the book with a wave of his hand, just like using magic to revive the dragon. What readers see is not only the magic of text introduction, but also the magic of actual experience and seeing. True and false blend. Unlike VR, which allows readers to enter a completely virtual world, AR adds virtual digital images to the real world, so readers still stay in the real world and can see the whole real world. Need the cooperation of mobile devices. At present, the mainstream ways of AR books are: physical books+mobile phones/tablets+apps. In the application process, readers need to download an AR that matches the book with their mobile phones, and then scan the book to display the AR content on their mobile phones. Take Zhuo Yitong Qu as an example. Readers need to download the Zhuoyi Tongqu APP on their mobile phones first, and then turn on the camera to scan the contents of a page, so that the program can identify the detailed graphics and display the corresponding 3D animation images.