Conferências ISEC Lisboa, 6 CIDAG

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INTERACTIVE PRINTED BOOK DESIGN AND PUBLISHING - AUGMENTED REALITY AS A CONTRIBUTE TO THE ADEQUACY OF READING TO THE DIGITAL-NATIVE PUBLIC
Arnaldo Costeira

Last modified: 2021-04-22

Abstract


There's no doubt that the printed Book is one of the most important objects in the cultural revolution of Humanity, since Johannes Gutenberg discovered the concept of the modern press with fused and reusable mobile resources. The discovery went far beyond its primary mission, allowing the printed book to assume the status of excellent support for the dissemination of content. Since then, more than 550 years have passed without the printed book varying its anatomy, proving difficult to introduce changes that optimize it as a facilitating support for reading.

 

But a book is not a mere structural support for text, it is also an object that builds social connections between the author and the reader, and also an author object that demonstrates the designer's mastery, which fulfills its function the less if it perceives its interference. The book is the most complex work in Graphic Design, which requires particular attention to detail, of which we highlight the anatomy of the letter, the leading, the grid, the format, or even the brightness of the paper itself. Some of the many requirements that make Book Design a complex specificity.

 

New digital natives born already digital readers. They know the printed book, but exploit the potential of digital gadgets to exhaustion. They feed an immediacy that the luminescent characteristics of the devices, their flashing and their energy and network dependence boost. The gap between bibliophiles and a new generation of technophiles is growing, exacerbated by the permanent use of digital technologies.

 

There are many sectors that have invested in the investigation of the application of technology of Augmented Reality, in particular the sectors of marketing and advertising, medicine, robotics, industry, engineering and architecture, but also in the editorial sector, mainly magazines and books, in particular children's books, children and youth, school and illustrated. For the exploratory study that focuses on the object of this scientific paper, we analyzed some similar research projects, with the remaining sectors and market segments having a broader, which can be considered as systemic, wich the practical results are located in different fields of study, such as illustration, animation, or 3D modeling.

 

The evolution of technologies, in particular smartphones and smartphone applications, as well as the investment made in recent years in the development of Augmented Reality glasses have allowed the study and exploration of concept applied to storybooks, or novels. These exploratory studies combine virtual images, with interactive and multimedia solutions, in an immersive experience of the user, uniting the virtual universe to the real environment, by the action of the reader. The named Augmented Reality Books, which combine interactive and virtual properties printed books, has been a complex field of study, demonstrating its potentialities, but without any implementation that has justified its commercialization and, consequently, the sustainability of the new product.

 

The editorial sector cannot remain indifferent to the habits of new consumers and the potential of new technologies that are being profiled. We believe that Augmented Reality stands out as a solution that, once the technological conflict is overcome, can recover for the printed book the place that centuries of fine-tuning have given it, adding to its intrinsic characteristics a multisensory experience, enhanced by augmented reality, can add-on.

 

We defined two main objectives to this study: objective 1 – To understand the methods, techniques and technologies used to develop solutions of Augmented Reality, in particular those that apply in the context of Mixed Reality as complement of printed graphic objects, preferably literature books; objective 2 – to understand the technologies used in the development of Reality solutions Increased; We used some mixed working methods such as literature review, published interviews with researchers and interlocutors in the technological sectors (edition, hardware and software) and participant observation of Augmented Reality and Mixed Reality. The outcomes of this research study results in a prototype with a compilation of usefull mixed reality samples applied to a printed book.

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