Tap The Magic Tree Board Book


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Tap the Magic Tree Board Book


Tap the Magic Tree Board Book

Author: Christie Matheson

language: en

Publisher: Greenwillow Books

Release Date: 2016-06-07


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The acclaimed interactive picture book about the changing seasons. “Like Hervé Tullet’s Press Here, Matheson’s Tap the Magic Tree proves you don’t need apps for interactivity,” praised the New York Times. This board book edition is perfect for little hands. Every book needs you to turn the pages. But not every book needs you to tap it, shake it, jiggle it, or even blow it a kiss. Innovative and timeless, Tap the Magic Tree asks you to help one lonely tree change with the seasons. Now that’s interactive—and magical! It begins with a bare brown tree. But tap that tree, turn the page, and one bright green leaf has sprouted! Tap again—one, two, three, four—and four more leaves have grown on the next page. Pat, clap, wiggle, jiggle, and see blossoms bloom, apples grow, and the leaves swirl away with the autumn breeze. The collage-and-watercolor art evokes the bright simplicity of Lois Ehlert and Eric Carle and the interactive concept will delight fans of Pat the Bunny. Combining a playful spirit and a sense of wonder about nature, Christie Matheson has created a new modern classic that is a winner in every season—and every story time! And don't miss the follow-up, Touch the Brightest Star!

Tap the Magic Tree


Tap the Magic Tree

Author:

language: en

Publisher: Greenwillow Books

Release Date: 2013-08-27


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Invites the reader to tap, rub, touch, and wiggle illustrations to make an apple tree bloom, produce fruit, and lose its leaves.

Augmented Reality Games II


Augmented Reality Games II

Author: Vladimir Geroimenko

language: en

Publisher: Springer

Release Date: 2019-05-23


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This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.