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# AR Biology Books
'Imagina Books' are Augmented Reality Books That Come to Life with an App

By Laura McQuarrie | Published 2017-10-13 | Tech
Source: Trend Hunter, https://www.trendhunter.com/trends/augmented-reality-books
References: [kickstarter](https://www.kickstarter.com/projects/1418527006/imagina-books-human-body-augmented-reality-educati?ref=351539&token=db9a4079)

LIVIT Studios recently introduced its [augmented reality books](https://www.trendhunter.com/trends/space-gate), Imagina Books, on [Kickstarter](https://www.trendhunter.com/trends/brick-my-world), along with an entirely new way for kids to immerse themselves in educational content.

Imagina Books offer the best of both worlds by providing a tangible book with a learning experience that can be enhanced with AR technology via an app. As LIVIT Studios claims, these books "[boost] visualization and imagination leading to better understanding, more enjoyable and a better hands-on experience for our kids."

The first book to be introduced is The Human Body, which offers a gamified look into the human body and its many organs and systems. When the accompanying app is pointed at a page in the book, body organs that are pictured will appear before one's eyes as [dynamic 3D models](https://www.trendhunter.com/trends/animaview).

## Trend Insights (Trend Hunter)

- Score: 4.3/10
- Popularity: 34% | Activity: 87% | Freshness: 8%
- Audience gender: 50% men, 50% women
- Primary generations: Millennial, Gen X
- Top markets: North America

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Tech](https://www.trendhunter.com/tech) > [Mobile](https://www.trendhunter.com/mobile)

## Key Themes

### What Makes This Trend Stand Out

- **Augmented Reality Education:** Opportunity to integrate AR technology into educational materials to enhance learning experiences.
- **Gamified Learning:** Opportunity to create interactive and engaging learning experiences through gamification.
- **Visualized Learning:** Opportunity to promote visualization and imagination in education for better understanding.

### Sectors Adopting This

- **Publishing:** Opportunity for publishers to incorporate AR technology into their books for a more interactive reading experience.
- **Education:** Opportunity for the education industry to adopt gamified learning approaches to make education more engaging and effective.
- **Technology:** Opportunity for tech companies to develop innovative AR applications that can be integrated with educational materials.

## Related on Trend Hunter

- [Augmented Reality Educational Apps](https://www.trendhunter.com/trends/augmented-reality-educational-app.md)
- [AR-Powered Library Experiences](https://www.trendhunter.com/trends/national-library-board-of-singapore.md)
- [AR-Enhanced Learning Tools](https://www.trendhunter.com/trends/tutar.md)
- [Voice-Activated Books](https://www.trendhunter.com/trends/readyland.md)
- [AR 3D Model Apps](https://www.trendhunter.com/trends/ar-app-for-iphone.md)
- [Augmented Reality Stickers](https://www.trendhunter.com/trends/moli-fernyx.md)
- [Interactive Holographic Companions](https://www.trendhunter.com/trends/imagix.md)
- [Electronic 3D Book Concepts](https://www.trendhunter.com/trends/bbook.md)
- [AR Tea Packages](https://www.trendhunter.com/trends/immertia.md)
