Introduction to Interactive Graphic Novels
Many of us have grown up with pop-up books, where a turn of a page or the pull of a tab offers a 3-D view of the story. However, Anomaly Productions Inc. has taken this concept a step further by creating interactive graphic novels that come to life with the assistance of your smart device.
How it Works
The company has created two science fiction graphic novels, “Anomaly” and “Shifter,” that turn out to be pop-up books with characters, creatures, spacecraft, and weaponry that appear to pop up from the page you’re viewing. With the assistance of a free app, readers can point their smart device on the pages and watch because the characters and objects come to life. The app is out there for each Android and Apple devices, making it accessible to a wide selection of users.
Interactive Features
The beings and items within the graphic novels move and react if “touched” on the smart device’s screen, and there are sound effects accompanying them as well. Readers can even select to learn more background details about what they’re viewing. The app provides a further 100 pages of appendix information that isn’t contained within the actual printed book, giving readers a more immersive experience.
Expanding the Story
In addition to the essential apps for the books, there are also fully-voiced interactive apps available with full sound tracks and more information on the stories. This gives users the selection to easily read the books as graphic novels, use the app so as to add to the story as they turn the pages, or have the books play like a movie. “Anomaly” boasts 60 interactive pages, while “Shifter” has 40 interactive pages.
The Future of Graphic Novels
According to Brian Haberlin, Anomaly’s co-founder, co-writer, and artist, the graphic novels can grow after publication, with the flexibility so as to add more interactivity to the books each time desired. The use of augmented reality (AR) technology has enabled the corporate to create “hidden” AR cues inside the pages of the book, without the necessity for obvious Quick Response (QR) codes. This technology has opened up latest possibilities for the long run of graphic novels, allowing readers to interact with the story in latest and progressive ways.
Creating the Interactive Experience
The illustrations within the book were first created as 3-D models, making the addition of AR smooth. The company’s decision to make the apps accessible for each Android and iOS formats on each cellphones and tablets has also expanded the reach of the graphic novels. By creating their stories to appeal to a large audience, Anomaly Productions Inc. has made it possible for people to decide on how they need to experience the stories, either as a book, a book with AR, or on a digital device.
Educational Applications
The graphic novels have also found a spot within the classroom, with a teacher using “Shifter” as a tool for youngsters to inform stories with. The book’s interactive features have allowed children to reorder and rewrite panels to create their very own stories, demonstrating the potential of interactive graphic novels in education.
Conclusion
Anomaly Productions Inc. has pushed the boundaries of what is feasible in graphic novels, creating interactive and immersive experiences that engage readers in latest and progressive ways. With plans to release more AR projects in the long run, including comic book series, young adult novels, and a children’s book, the corporate is about to proceed expanding the probabilities of interactive storytelling. As technology continues to evolve, it’ll be exciting to see how Anomaly Productions Inc. and other corporations use AR and other technologies to create latest and progressive experiences for readers.