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GFK Q2: Final corrections apart from AR/VR feedback (#4949)

* Adding `installing_and_managing_fonts` to module contents

* Alt text for illos in `installing_and_managing_fonts`

* Alt text for illos in the new Glossary terms

* Typo correction + link inseraion for `installing_and_managing_fonts`

* Links in Counter entry

* Typos in Icon Font entry

* Typos + minor tweaks to Legibility entry

* Copy tweak to Readability entry

* Adding axis shorthand to Parametric Font entry

* Links in `using_type_in_ar_and_vr`

* Related terms  in `using_type_in_ar_and_vr`

* Copy tweaks to `using_type_in_ar_and_vr`

* Better related terms for `using_type_in_ar_and_vr`

* Adding links to `type_selection_for_ar_vr`

* Mass-fixing malformed links to Glossary entries

* Correcting inter-module URL format

* Various URLs, formatting tweaks, typos, etc. in `type_selection_for_ar_vr`

* Glossary URLs in `spatial_classification_of_typography_in_ar_vr`

* Glossary links in `designing_for_ar_vr`

* Glossary links in `using_type_in_ar_and_vr`

* Alt text for all illos in `designing_for_ar_vr`

* Alt text for all illos in `introducing_ar_vr`

* Alt text for all illos `spatial [...]`

* Alt text for all illos in`technical challenges [...]`

* Alt text for all illos in `type_selection [...]`

* Excerpts for AR/VR lessons + `installing...` lesson

* Excerpts for all “History of type” articles

* Excerpts for all new Glossary terms

* Alt text for all illos in “Fitting the line”

* Alt text for all illos in “The tight not touching style”

* Removing missing URL

* Fixes + tweaks to copy in “Introducing AR/VR”

* Fixes + tweaks to copy in “Designing for AR/VR”

* Fixes + tweaks to copy in “Type selection for AR/VR”

* Fixes + tweaks to copy in “Spatial classification of typography in AR/VR”

* Fixes + tweaks to copy in “Technical challenges for typography in AR/VR”

* “Further reading” > “Useful links”

* Fixes + tweaks to copy in “Installing & managing...”

* Extra topics for AR/VR

* Removing “Advancing type” module + references

* Fixing bg color on “Material symbols” `thumbnail.svg`

* 3 × actual `thumbnail.svg` illos for “History of type”

* New (and optimized) AR/VR illo exports

* Correcting AR/VR illos’ file extensions for new files

* Updating figcaption in “Introducing AR/VR” article

* Create the_tight_not_touching_style_EXTRA.svg

* New version of `fitting_the_line_8`

* Placing new “tight not touching” illo + caption

* New caption for `fitting_the_line_8`

* Correcting figcaptions for changed illustrations
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8 changed files with 13 additions and 7 deletions

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@ -89,8 +89,8 @@ Decades before Cheltenham, though, manufacturers of wood display type were cutti
<figure> <figure>
![Book scan from American Wood Type, showing the letter “R” from three different typefaces in various widths.](images/fitting_the_line_8.jpg) ![Various widths of the letter “R” from two different typefaces.](images/fitting_the_line_8.svg)
<figcaption>**CHECK LICENSE** Various widths, from Rob Roy Kellys American Wood Type (1969).</figcaption> <figcaption>A modern approximation of an illustration from Rob Roy Kellys American Wood Type (1969), using the variable widths of <a href="https://fonts.google.com/specimen/Roboto+Flex">Roboto Flex</a> (top) and <a href="https://github.com/TypeNetwork/fb-Amstelvar">Amstelvar</a> (bottom).</figcaption>
</figure> </figure>

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In the 1960s, the introduction of photo-typesetting made it possible to set type tighter than ever before. Over the next two decades, designers like Herb Lubalin and Tom Carnase used this new ability in letter spacing to create a (very cool) new aesthetic called tight-not-touching. Read on to find out how this style came to be and how variable fonts make it easier to achieve the look today. In the 1960s, the introduction of photo-typesetting made it possible to set type tighter than ever before. Over the next two decades, designers like Herb Lubalin and Tom Carnase used this new ability in letter spacing to create a (very cool) new aesthetic called tight-not-touching. Read on to find out how this style came to be and how variable fonts make it easier to achieve the look today.
**MISSING: Caption: Look how cool the work of 1960s designers like Herb Lubalin and Tom Carnase is. (Image courtesy of Flat File) Alt text: The word “fact:” in white on a black background** <figure>
![The word “tight”, set in the “tight not touching” style.](images/the_tight_not_touching_style_EXTRA.svg)
<figcaption>A modern interpretation of the “tight not touching” style, set in <a href="https://fonts.google.com/specimen/Fraunces">Fraunces</a>.</figcaption>
</figure>
## Letter spacing—linear scaling vs. optical scaling ## Letter spacing—linear scaling vs. optical scaling

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@ -54,7 +54,7 @@ Chromatic aberration is caused by lens dispersion, with different colors of ligh
<figure> <figure>
![A representation of chromatic abberation, where text appears to be separated into differently colored layers, each slightly misaligned.](images/technical_challenges_for_typography_in_ar_vr_4.svg) ![A representation of chromatic abberation, where text appears to be separated into differently colored layers, each slightly misaligned.](images/technical_challenges_for_typography_in_ar_vr_4.svg)
<figcaption>Extreme effect of chromatic aberration on text. Image Source: <a href="https://forums.oculusvr.com/t5/Support/Chromatic-Aberration-Issues/td-p/167845/page/5">Oculus Forums</a>.</figcaption> <figcaption>A simulated example of chromatic aberration on text.</figcaption>
</figure> </figure>
@ -67,7 +67,7 @@ This refers to the visible fine lines between pixels on a display, as if the use
<figure> <figure>
![Two examples of the word “you”, shown zoomed in, where pixels are visible. The example on the left shows the lines between pixels appearing more obvious.](images/technical_challenges_for_typography_in_ar_vr_5.svg) ![Two examples of the word “you”, shown zoomed in, where pixels are visible. The example on the left shows the lines between pixels appearing more obvious.](images/technical_challenges_for_typography_in_ar_vr_5.svg)
<figcaption>Screen door effect comparison between Oculus Quest 1(left) and Quest 2. Image Source: <a href="https://www.reddit.com/r/virtualreality/comments/oo6mgg/comparison_of_the_screen_door_effect_in_the_quest/">Reddit</a>.</figcaption> <figcaption>A simulated example of the screen door effect on text.</figcaption>
</figure> </figure>

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@ -109,7 +109,7 @@ Typefaces with sturdy stroke endings tend to perform better over those with less
<figure> <figure>
![The English alphabet rendered in the typefaces Open Sans and Nunito, with screenshots of the AR scene showing how similar they appear in that environment.](images/type_selection_for_ar_vr_5.jpg) ![The English alphabet rendered in the typefaces Open Sans and Nunito, with screenshots of the AR scene showing how similar they appear in that environment.](images/type_selection_for_ar_vr_5.jpg)
<figcaption>The images above show two typefaces, Open Sans (a) and Nunito (b), which have straight and round endings respectively, but render similarly in AR. Both Open Sans and Nunito Regular have 72 pt size in AR and 30pt in the reference string at the top.</figcaption> <figcaption>The images above show two typefaces, Open Sans (left) and Nunito (right), which have straight and round endings respectively, but render similarly in AR. Both Open Sans and Nunito Regular have 72 pt size in AR and 30pt in the reference string at the top.</figcaption>
</figure> </figure>