RECEPTION
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RECEPTION COUNTER
Fonts for augmented reality
Vasil Stanev
Posts: 775
Hello,
I believe AR is going to be the next big thing when the technology gets pefected, and early adopters will be able to cash in good. There is already a contact lens that supports rudimentary AR and I think this is the screenless direction things are going to develop in the new decade. Does somebody have any experience in the field concerning fonts?
https://www.mojo.vision/mojo-lens
For now it is of course hardly impressing.
I believe AR is going to be the next big thing when the technology gets pefected, and early adopters will be able to cash in good. There is already a contact lens that supports rudimentary AR and I think this is the screenless direction things are going to develop in the new decade. Does somebody have any experience in the field concerning fonts?
https://www.mojo.vision/mojo-lens
For now it is of course hardly impressing.
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Comments
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Just remember, you can totally read moving text... as long as it's the same words over and over again. :->0
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Ross and I spent some time in 2018 testing a lot of different AR/VR devices, looking at how type rendered in them, and then went away and worked on a test variable font to address some of the issues we were seeing. This was for a client, and I can't go into details, but the results of testing indicated that yes, we could do things in the design to improve readability over other common fonts in these environments.
The field is, in many respects, similar to the situation with screen resolutions and devices in the late 1990s. There are a lot of different resolutions, all pretty low, and differences in lens type that also affect text perception. So having spent most of the past 20 years moving away from device-specific tuning of fonts, towards higher and higher resolution screens and antialiasing that smoothly renders type with good stroke density, suddenly AR/VR is throwing us back into a world in which individual devices have a profound effect on the display of text, and in which different devices need adaptive type design. Add to this that much AR/VR rendering is targeted at smooth motion, and hence can make text jiggle at the slightest motion of the head, and you get a headache-inducing reading experience.
As a byproduct of the headset testing, I discovered that my eyes have totally different focal depths.7 -
As a byproduct of the headset testing, I discovered that my eyes have totally different focal depths.
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@Gen Ramírez did his thesis project on this at KBK1
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Is that dangerous?Not so far.
One eye works for close range things, and one for distant things. Well, perhaps I should say worked, as neither is as good as it used to be. I feel I should probably have glasses for driving—I can't read signs until I'm fairly close to them—, but when tested I’m told that I don’t need glasses.1 -
People pay good money for contact lenses that make their eyes work like yours, John!2
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Indeed, some Lasik procedures deliberately adjust the eyes in that way (my sister being a case in point).0
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What does augmented reality font rendering actually mean?
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(Some threads/people are allowed to go off-topic...)0
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What does augmented reality font rendering actually mean?Display of fonts as part of graphical content overlaid on the physical world using headsets which project that content to the eyes of the viewer using lenses. [Augmented reality (AR) projects an overlay of digital content on the physical world; virtual reality (VR) projects a fully digital non-physical world. Both use the same kind of headset and lenses.]
Rendering of fonts in AR involves some of the same kind of display techniques used in traditional screen rendering—rasterisation of outlines to pixels, antialiasing—but also needs to take into account the background and foreground of text in the 3D environment, slanting of text in perspective when not viewed directly, movement, and, at the device level, the kind of lenses used in the headset.2 -
John Hudson said:What does augmented reality font rendering actually mean?Display of fonts as part of graphical content overlaid on the physical world using headsets which project that content to the eyes of the viewer using lenses. [Augmented reality (AR) projects an overlay of digital content on the physical world; virtual reality (VR) projects a fully digital non-physical world. Both use the same kind of headset and lenses.]
Rendering of fonts in AR involves some of the same kind of display techniques used in traditional screen rendering—rasterisation of outlines to pixels, antialiasing—but also needs to take into account the background and foreground of text in the 3D environment, slanting of text in perspective when not viewed directly, movement, and, at the device level, the kind of lenses used in the headset.
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AR seems like a good place for variable fonts. There's a door in front of you overlaid with a sign rendered in an appropriate typeface. Back away from the door and the optical axis gradually changes.2
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Ray Larabie said:AR seems like a good place for variable fonts. There's a door in front of you overlaid with a sign rendered in an appropriate typeface. Back away from the door and the optical axis gradually changes.0
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Although that should apply to any screen typography.One difference between AR and screen typography is that pops would be distracting. You know how you can have a different letterform change at a certain size? In a variable font a Q might have a tail that crosses through the counter and then at a certain optical size, swaps to a form where the tail doesn't go into the counter. In screen typography that would be fine. But if you're walking, you might be distracted by Q's popping; $ going from one stroke to 2; ligatures appearing. Changes in metrics could be problematic. You're at the airport, headed to your gate and2
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Ray Larabie said:Although that should apply to any screen typography.One difference between AR and screen typography is that pops would be distracting. You know how you can have a different letterform change at a certain size? In a variable font a Q might have a tail that crosses through the counter and then at a certain optical size, swaps to a form where the tail doesn't go into the counter. In screen typography that would be fine. But if you're walking, you might be distracted by Q's popping; $ going from one stroke to 2; ligatures appearing. Changes in metrics could be problematic. You're at the airport, headed to your gate andRECEPTION
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RECEPTION COUNTER
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Niteesh Yadav also has some research on fonts for AR/VR. I shouldn't talk in his stead, but I've never known him to be less than willing to speak, when approached.2
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Thanks Sérgio for pointing me to this.
Hey Vasil, Thanks for opening up the discussion. Mojo is in a good state in terms of testing and FDA approval however it will take time to get to a consumer state. And Furthermore to get to a stage where manufacturers will pay attention to reading/fonts.
However, right now the AR headsets are getting better and we are fast approaching high-density displays. And the type industry should focus on this direction but I have not seen much traction there. Also for developers, the text is least of priority in terms of processing power allocation for rendering fonts at the moment.
If you interested in learning more about the typography in AR then you can have look at the articles from my ongoing research here https://niteeshyadav.com/research/ which cover it from both type design and tech perspective.
Also, you can refer to my TypeTech video where I have covered the topic from multiple perspectives.
Warning: it is a long in-depth overview! My talk was supposed to be half an hour but coz of COVID the in-person conference was cancelled. So, I decided to change and expand the content for better understanding.Ray Larabie said:AR seems like a good place for variable fonts. There's a door in front of you overlaid with a sign rendered in an appropriate typeface. Back away from the door and the optical axis gradually changes.
Though that is ideal but again the tech doesn't allow for it for the reason I have mentioned above: Please refer to the article shared below to undertand the rendering.Piotr Grochowski said:What does augmented reality font rendering actually mean?The current state of the text in Augmented Reality
If you want to understand font rendering in AR have a look at this article1 -
Here are the time-stamps for various topics related to Typography in AR https://www.youtube.com/watch?v=lFO5A8-FzlI&feature=youtu.be1:30 Introduction
01:31 Difference between AR/VR
05:34 Typographic Structure and basics
8:33 Need of AR specific typefaces
10:08 New challenges in AR/VR
10:45 AR/VR Display types
14:38 Tech Design Challenges
26:05 Current scenario
27:10 Typography in AR (Classification)1 -
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Piotr Grochowski said:0
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Niteesh Yadav said:Piotr Grochowski said:
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Piotr Grochowski said:Niteesh Yadav said:Piotr Grochowski said:1
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