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At present, the development of VR hardware equipment is still in the exploratory stage. Affected by VR technology and hardware, VR consumption has not yet been popularized, and the VR readers' market is facing a long exploration period. It is mainly reflected in the fact that the developer should pursue the authenticity of the virtual world, which has high technical requirements for environmental levels such as resolution, followed by the readers requirements for network transmission technology and battery life, which requires the dual support of technology and capital[32].
With the metaverse industry coming into the limelight, the VR industry is currently in the pre-explosion stage. There have been some achievements in the development of VR hardware around the world. However, even the most sophisticated VR hardware and content at present still have the fatal flaw of too much visual vertigo. Many VR users mentioned discomfort, nausea, and even vomiting after using VR products[33,34]. This has become one of the biggest stumbling blocks in the development of VR, and solving the problem of vertigo has become an urgent requirement.
Current VR equipment has obvious flaws in its immersion implementation. This is evident in both the Oculus Rift and HTC Vive. This is because the reader loses control of the 'virtual hand' when the reader steps out of sensor range. This inevitably interrupts the reader's experience and forces them to readjust their position in the real world to enter the virtual world. It is therefore a difficult challenge for content developers to adapt to the limitations of the device and still create a quality immersive experience.
The VR terminal equipment does not match the consumption conditions of readers
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The VR terminal equipment required to read VR books in an immersive and interactive manner is not popular. The common disadvantages of VR equipment are expensive, non-portability, complex operation, and limited effect[35]. Mobile VR is cheaper, but its performance is weak and cannot meet the needs of VR high's definition. VR performance on PC is better, but the cost is higher. A more reader-friendly equipment price is needed for the popularization of VR books.
The aforementioned situation also leads to a vicious cycle of VR equipment consumption. Consumers are being misled by the low-end VR products currently available on the market. Consumers who are curious about VR are interested in low-end cheap products, and even if it is not a pleasant experience, throwing it away is not a problem. There are several consumers, in this case, who think that VR products are disposable and thuerefore won't buy high-end products with more features and higher-tech content.
There are multiple channels for selling VR books, but the expensive price limits the market. This aggravates the digital gaps between VR reading experience and content acquisition among different reader groups, particularly in rural and urban areas. In addition, the same VR book has limited reading time, resulting in insufficient utilization and a waste of book resources.
Readers' VR literacy is insufficient
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Readers lack experience with VR equipment because of its low popularity. This limits the readers ability to play and understand VR, resulting in a sense of resistance to using VR products. This problem requires the upgrading and optimization of VR equipment and the reduction of pricing.
From a software design perspective, there is no globally accepted standard for VR/AR interaction design, so with each upcoming VR/AR application that emerges, readers must invest time and effort to learn how to use it. Developers need to create simple and intuitive UX and interactions in VR/AR for reader experience and long-term usage. One of the main reasons why immersive experiences are confusing is that readers lack the experience and habit of interacting with 3D media.
Low return on capital investment
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Compared with traditional books, the publication cost of VR books is high, which is reflected in the expensive equipment required and the complexity of content development. The high pricing of VR books weakens readers' enthusiasm for buying them, resulting in insufficient investment in VR books and stagnation of VR book development.
Most current VR companies have chosen to start in the hardware space, neglecting content production to cut costs. Readers buying a VR headset can only watch a few videos or experience simple games, which cannot meet their basic needs. In addition, current VR product content is dominated by adult content and games, which will raise VR products' prices if vendors develop more VR applications. Consequently, VR companies will have less incentive to develop VR applications. This is because it will be more difficult to sell VR products. This results in a vicious circle.
Currently, the business model for VR book publishing has not yet been formed. Both the books and the content of the related books are scarce. It is critical for high-quality VR books to adhere to improved content design and development to attract more readers. Most of the VR books are related to kids' education and high school education, which has problems of homogenization and low content quality. The design of VR books should probe deep into the breadth and depth of content and be accessible to a variety of reader groups.
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About this article
Cite this article
Zhang N, Wan A, Huang J, Cao P, Zhang X. 2023. The current advances in the use of Virtual Reality technology in book publishing. Publishing Research 2:2 doi: 10.48130/PR-2023-0002
The current advances in the use of Virtual Reality technology in book publishing
- Received: 09 May 2022
- Accepted: 02 March 2023
- Published online: 28 April 2023
Abstract: Virtual Reality (VR) books are one of the most innovative publishing products for improving reading comprehension and lifelong reading skills for mass readers. As an industry perspective paper, we summarize the current advances in VR books including their themes, interface design, distribution channels, and the problems and difficulties they face. Readers will be able to gain an understanding of VR book publishing through this enriching introduction.
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Key words:
- Virtual Reality /
- VR Reading /
- VR Publishing /
- VR book design /
- VR book distribution