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	<title>Sarah Mygind &#8211; The Writing Platform</title>
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	<link>https://thewritingplatform.com</link>
	<description>Digital Knowledge for Writers</description>
	<lastBuildDate>Tue, 24 May 2022 15:02:09 +0000</lastBuildDate>
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		<title>AR Books for Children</title>
		<link>https://thewritingplatform.com/2022/05/ar-books-for-children/</link>
		
		<dc:creator><![CDATA[Amy Spencer]]></dc:creator>
		<pubDate>Tue, 24 May 2022 15:02:09 +0000</pubDate>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[literature]]></category>
		<category><![CDATA[Picturebooks]]></category>
		<guid isPermaLink="false">http://thewritingplatform.com/?p=4463</guid>

					<description><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">8</span> <span class="rt-label rt-postfix">minutes</span></span> Children’s literature has always been a genre curious to experiment and play with media. Just think of pop-up-books and how the Alice in Wonderland adaptation Alice for the iPad (2010) by Atomic Antelope was one of the first apps to explore the features of the iPad. Since the introduction of the iPad in 2010, several...  <a class="read-more" href="https://thewritingplatform.com/2022/05/ar-books-for-children/" title="Read AR Books for Children">Read more &#187;</a>]]></description>
										<content:encoded><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">8</span> <span class="rt-label rt-postfix">minutes</span></span><p><span style="font-weight: 400;">Children’s literature has always been a genre curious to experiment and play with media. Just think of pop-up-books and how the </span><i><span style="font-weight: 400;">Alice in Wonderland </span></i><span style="font-weight: 400;">adaptation </span><a href="https://www.youtube.com/watch?v=gew68Qj5kxw&amp;feature=youtu.be"><i><span style="font-weight: 400;">Alice for the iPad</span></i></a><span style="font-weight: 400;"> (2010) by Atomic Antelope was one of the first apps to explore the features of the iPad. Since the introduction of the iPad in 2010, several attempts have been made to explore meaningful alliances between the print book and the digital device using augmented reality technology; creating hybrid experiences combining the traditional medium for children’s literature and its newest carrier. Such experiences depend on the user installing an app on her digital device and pointing its camera at the pages of a book. The device reads or decodes the data on the paper page and activates and displays content on the screen. The user’s physical, multi-sensory and cognitive engagement in such experiences is also one of complex character as she is managing two technologies at the same time. </span></p>
<p><span style="font-weight: 400;">On the one hand, the book or codex technology which include turning the pages and navigating in specific ways, and on the other hand, the digital device and its specific interface navigation. In this way, and as is the defining nature of augmented reality, the book that exists in the user’s real-world environment is enhanced by computer-generated sensory information thus playing with the user’s perception. Off-hand, the effort to create this union seems slightly paradoxical if we consider the fact that the iPad was conceived and designed specifically as the unification of the book and the computer. So, what can actually come of this persistent Sisyphean task of making the print book and the tablet computer work together? </span></p>
<p><span style="font-weight: 400;">This article will dig into this question by taking you through some remarkable international examples of literary AR book projects for children, their development over the past decade and the experiences they can produce. It will then shift from an international to a more local, Danish perspective and explore the potential of AR books for children for supporting reading motivation. In Denmark, a new partnership saw the light of day in 2021 in the company Smart Books. The company consists of the popular YouTuber and influencer Rasmus Kolbe, best known under his old boy scout name </span><i><span style="font-weight: 400;">Lakserytteren</span></i><span style="font-weight: 400;"> (directly translated: the salmon rider) and </span><span style="font-weight: 400;">Søren Jønsson, who is a successful and experienced producer of games for children. Smart Books deliver an augmented reality ‘smart book’ concept, where the reader chooses the path through the paper book’s narrative, interacting with both a book and digital content on a smartphone or tablet, and in this way gains an interactive reading experience. While this strategy is new in a Danish context, the venture also stands on the shoulders of a line of previous AR book projects.</span></p>
<p><b>Literary “AR + book” projects for children</b></p>
<p><span style="font-weight: 400;">When looking over the last decade’s projects that combine AR and paper books aimed at children, it is clear that this media interplay has gained a stronger footing in non-fiction and educational publications than in more literary, narrative projects. Generally, in these latter projects there has been a development from early projects that mainly ‘digitize’ the content of paper books, such as 3D animation of characters in picture books (e.g., Resin’s </span><i><span style="font-weight: 400;">Two Left Feet</span></i><span style="font-weight: 400;">, 2013), without asking for the user’s engagement to any significant degree, to newer projects that play with the potential of the augmented digital environment more fully and call for the user’s engagement via interactive game elements (such as Books &amp; Magic’s </span><i><span style="font-weight: 400;">The Little Mermaid</span></i><span style="font-weight: 400;">, 2016). However, in some of the latter projects the print book’s materiality and role is in turn neglected. The crux of the matter seems to be to find a balance between the media where one is not a gimmicky appendix to the other. </span></p>
<p><iframe loading="lazy" title="Two Left Feet App Promo" width="500" height="281" src="https://www.youtube.com/embed/M6Isd9774dw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p>Resin’s <em>Two Left Feet</em></p>
<p><iframe loading="lazy" title="The Little Mermaid teaser" width="500" height="281" src="https://www.youtube.com/embed/pqsFx_CHv44?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p><span style="font-weight: 400;">Books &amp; Magic’s </span><i><span style="font-weight: 400;">The Little Mermaid</span></i></p>
<p><span style="font-weight: 400;">If we look to projects that can be characterised as literary in the sense that storytelling and an aesthetic experience are at the forefront of the works, projects produced  by the now hibernating American multi-platform storytelling company Moonbot Studios stand out. These works include </span><i><span style="font-weight: 400;">The Fantastic Flying Books of Mr. Morris Lessmore</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">The Numberlys</span></i><span style="font-weight: 400;">. Both works are aimed at children, </span><i><span style="font-weight: 400;">The Numberlys</span></i><span style="font-weight: 400;"> at young children (3-7 years old) and </span><i><span style="font-weight: 400;">Lessmore</span></i><span style="font-weight: 400;"> at slightly older children, yet a target audience is not mentioned anywhere. They both exist in several media at the same time constituting </span><i><span style="font-weight: 400;">cluster works</span></i><span style="font-weight: 400;"> (Mygind 2017): as picturebooks and AR apps that can be used in conjunction with the picturebooks, as standalone interactive apps and animation films. In the changeable, fleeting world of apps, these works are already old (the books, the apps and films came out in the period 2011-2014) and are not available for purchase anymore, but this does not mean that they are not worth mentioning here. On the contrary, these works draw closer to a balance and a mutual relationship between the print and digital media than many other works. </span></p>
<p><iframe loading="lazy" title="The Fantastic Flying Books of Mr. Morris Lessmore Imag&amp;bull;N&amp;bull;O&amp;bull;Tron Teaser (Now with Story-O-Scope)" src="https://player.vimeo.com/video/44982605?h=acbaf90309&amp;dnt=1&amp;app_id=122963" width="500" height="281" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" allowfullscreen></iframe></p>
<p><span style="font-weight: 400;">Moonbot Studios’ </span><i><span style="font-weight: 400;">The Fantastic Flying Books of Mr. Morris Lessmore</span></i><span style="font-weight: 400;">, teaser for all versions</span></p>
<p><iframe loading="lazy" title="THE NUMBERLYS IMAG•N•O•TRON&#x2122;" width="500" height="281" src="https://www.youtube.com/embed/hqplgV3_EsQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p><span style="font-weight: 400;">Moonbot Studios </span><i><span style="font-weight: 400;">Imag-n-o-tron: Numberlys edition</span></i></p>
<p><span style="font-weight: 400;">The picturebook </span><i><span style="font-weight: 400;">The Numberlys</span></i><span style="font-weight: 400;"> takes full advantage of the book medium by playing with the reader’s ingrained expectation to the book by using the oblong format and mixing the reading directions of the book. The book is bound in the short, left side, which would normally mean that the book is read horizontally, but already from the title page the expectation is denied as this page must be read vertically and the book must, therefore, be turned. The title is one large image that spreads from top to bottom, with the five little main characters marching across the page at the bottom. This vertical reading direction enhances the impression of the vast, oppressive world of all-pervading numbers that the characters inhabit. This is a characteristic of the picturebook that it takes advantage of the book medium, its materiality and reading conventions and plays with them to convey meaning. In relation to the hybrid AR book experience, it is noteworthy to point out how the interactivity between the reader and the medium becomes part of the way meaning is conveyed in this universe and therefore not something that is reserved for the digital component.  </span></p>
<img decoding="async" loading="lazy" class="size-medium wp-image-4467 aligncenter" src="http://thewritingplatform.com/wp-content/uploads/2022/05/image1-162x450.png" alt="" width="162" height="450" srcset="https://thewritingplatform.com/wp-content/uploads/2022/05/image1-162x450.png 162w, https://thewritingplatform.com/wp-content/uploads/2022/05/image1-216x600.png 216w, https://thewritingplatform.com/wp-content/uploads/2022/05/image1-108x300.png 108w, https://thewritingplatform.com/wp-content/uploads/2022/05/image1.png 256w" sizes="(max-width: 162px) 100vw, 162px" /> <img decoding="async" loading="lazy" class="size-medium wp-image-4468 aligncenter" src="http://thewritingplatform.com/wp-content/uploads/2022/05/image2.png" alt="" width="556" height="394" srcset="https://thewritingplatform.com/wp-content/uploads/2022/05/image2.png 556w, https://thewritingplatform.com/wp-content/uploads/2022/05/image2-400x283.png 400w, https://thewritingplatform.com/wp-content/uploads/2022/05/image2-300x213.png 300w" sizes="(max-width: 556px) 100vw, 556px" /> <img decoding="async" loading="lazy" class="size-medium wp-image-4469 alignleft" src="http://thewritingplatform.com/wp-content/uploads/2022/05/image3-600x216.png" alt="" width="600" height="216" srcset="https://thewritingplatform.com/wp-content/uploads/2022/05/image3-600x216.png 600w, https://thewritingplatform.com/wp-content/uploads/2022/05/image3-800x288.png 800w, https://thewritingplatform.com/wp-content/uploads/2022/05/image3-400x144.png 400w, https://thewritingplatform.com/wp-content/uploads/2022/05/image3-768x276.png 768w, https://thewritingplatform.com/wp-content/uploads/2022/05/image3-300x108.png 300w, https://thewritingplatform.com/wp-content/uploads/2022/05/image3.png 834w" sizes="(max-width: 600px) 100vw, 600px" />
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<p><span style="font-weight: 400;">In relation to the rest of the cluster work that </span><i><span style="font-weight: 400;">The Numberlys</span></i><span style="font-weight: 400;"> compose through its many independent media versions, the AR app </span><i><span style="font-weight: 400;">IMAG-N-O-TRON: Numberlys Edition</span></i><span style="font-weight: 400;"> is the only one that cannot stand alone. Since the app is dependent on the picturebook to activate its content, it can be characterised as an </span><i><span style="font-weight: 400;">intracompositional transmedia phenomenon</span></i><span style="font-weight: 400;"> (Dena 2009), meaning that the ‘AR app + book’ composition is transmedial in itself, and the app is not a self-contained narrative unit. When opening the AR app, the reader is transformed into and staged as a player, collector and detective, using the digital device as a magnifying glass through which to explore and investigate the picturebook. The AR app encourages the player to scan the book for objects, which,  when located on the paper page via the camera, will turn into animated objects on the screen and be stored in the apps interface. When the objects from the book have been collected, the player can build new, fun constructions in the digital space and practice constructing letters and numbers. In this way, the app encourages the player to perform creative, educating tasks that mimic what the fictional characters do in the picturebook, thereby extending what we might call the core values or message from the picturebook to the digital environment via the AR technology.  </span></p>
<p><span style="font-weight: 400;">In relation to the aforementioned balance between the media in AR book compositions, it is noteworthy how, on the one hand, </span><i><span style="font-weight: 400;">The Numberlys</span></i><span style="font-weight: 400;"> picturebook composes a self-contained narrative entity, while, on the other hand, the ‘AR app + book’ composition actually works independently as well. Of course, the reader/player will gain a deeper, more informed experience if she reads the story in picturebook, but it is not a prerequisite to engage with the part of the </span><i><span style="font-weight: 400;">Numberlys</span></i><span style="font-weight: 400;"> universe that is available in the AR book composition as they offer two distinct kinds of engagement: engagement in a narrative and engagement in playful activities.</span></p>
<p><b>Disrupting reading and media cultural hierarchies</b></p>
<p><span style="font-weight: 400;">Moonbot Studios’ few productions were, and still are, innovative and remarkable examples of AR + book compositions and, on the whole, of experiments with multi-platform, transmedia storytelling, however, the venture did not continue and did not set a precedent for subsequent international AR books for children. If we look to the recent Danish Smart Book concept, this endeavour is targeted at older children, specifically children from 9-13 years old, and here we find yet another approach to the composition of the AR book. </span></p>
<p><span style="font-weight: 400;">The Smart Book concept consists of a series of paperback books with individual accompanying AR apps. Currently, three books have been published in Danish and two in English are forthcoming. The series takes place in a fantasy universe of wizards and magic where the reader assumes the role as the protagonist “you”, the First Student of the Firemaster. Just like in the so-called gamebook series for children from the 80-90s </span><i><span style="font-weight: 400;">Choose You Own Adventure</span></i><span style="font-weight: 400;">, you navigate the book by reading short numbered chapters that present you with a choice and, depending on the choice, directs you to a new chapter. Some chapters also present the reader with challenges and puzzles, often small maths related puzzles, that must be solved to move on. These obstacles are presented in the book via simple illustrations and text but must be met and solved in the AR app that, when accomplished, will direct the reader to a new chapter in the book. The content of the puzzles is most often not related to the narrative and therefore not narratively motivated. Instead, they offer different kinds of cognitive engagement.       </span></p>
<p><span style="font-weight: 400;">An interesting aspect of this AR book composition is that the traditional way of reading a book is turned into something else via the non-linear and unknowable reading path. We might say that the book and the AR app create both a material and fictional space in which the reader moves back and forth, yet with a feeling of moving forward without knowing when the journey will end. Normally the reader of a book can see, feel and count the number of pages read and the number of pages remaining in the book. This conventional way of navigating a narrative in a book is suspended and disrupted both by integrating the AR app and through the non-linear structure resulting, paradoxically, in both a higher degree of agency assigned to the reader and a higher degree of obscurity or mystery for the reader.</span></p>
<p><span style="font-weight: 400;">In their public presentations of the Smart Book concept, the two owners of the company, Søren Jønsson and Rasmus Kolbe/Lakserytteren, associate their project and their motivation behind it with the widespread concerns about the decrease in reading among children. A Danish study of children’s reading habits conclude that children’s joy of reading literature decreases with age and that the drop happens between 5</span><span style="font-weight: 400;">th</span><span style="font-weight: 400;"> and 6</span><span style="font-weight: 400;">th</span><span style="font-weight: 400;"> grade (Hansen et al. 2017). This situation is the point of departure for the Smart Book project, and the owners’ stated mission is to reignite children and young people’s joy for the written word, and showing them the way to the AR books especially through Lakserytteren’s media channels, such as YouTube, TikTok and Instagram.</span></p>
<p><span style="font-weight: 400;">The Smart Book series adapts the known “choose your own adventure” form to the AR book, hereby disturbing existing notions of what it means to read literature and proposes a new way of reading. These hybrid works of fiction combine print and digital media in a mutually dependent fashion that challenges prevalent public debates about onscreen reading. In these debates a notion of a media hierarchy is formed. A hierarchy that contrasts print media as the authentic, educational way of reading with digital reading (both visual and audio) as the inferior way of reading. Transmedia AR book projects have an intrinsic potential of being able to break down this hierarchy and offer new multi-sensory, transmedia experiences that support different reading styles. </span></p>
<p><b>References</b></p>
<p><span style="font-weight: 400;">Dena, C. 2009. </span><i><span style="font-weight: 400;">Transmedia Practice. Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments</span></i><span style="font-weight: 400;">. PhD dissertation.</span></p>
<p><span style="font-weight: 400;">Hansen, S. R. et al (2017): Børns læsning 2017: En kvantitativ undersøgelse af børns læse- og medievaner i fritiden, </span><i><span style="font-weight: 400;">Læremiddel.dk</span></i><span style="font-weight: 400;">: Tænketanken Fremtidens Biblioteker.</span></p>
<p><span style="font-weight: 400;">Mygind, S., 2017. “A Chinese cluster: Danish-born digital comic as source for transmedia design and innovation” in Ensslin, A. et al (eds.): </span><i><span style="font-weight: 400;">Small Screen Fictions</span></i><span style="font-weight: 400;">. Vashon Island, Washington: Paradoxa</span></p>
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