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Variables that affect the experience in AR
This is Part-IV of a series of articles in which I am discussing the typographic aspects of Augmented reality. It is based on my ongoing research on typefaces for AR headsets which started as part of my MA in Typeface Design at the Department of Typography and Graphic Communication, University of Reading, UK. The articles will help type designers and interface designers to understand the intricacies of the text in AR, to improve their workflow and design process. Click to read the article I, article II and article III.

1. Introduction
The AR headsets are getting better with time and I was happy to see that the new Hololens 2 addresses some of these major problems which hinder the seamless experience in AR. Similar to the last article, in which we discussed the current state of the text in AR, this article focuses on the major hurdles which affect the typography and overall experience in AR headsets. Overcoming these issues can push us towards the next generation of AR headsets that will be more immersive as compared to what we have at the moment.
2. Focus
Human eyes have a specific aperture which is responsible for the limited depth of field. Only a specific range of the objects stay in focus, and everything outside that range appears blurred, although eyes can accommodate…