“Many of the basic rules around typographic contrast and readability for print or 2D screens change in VR. When type becomes even a little bit more volumetric, the way people perceive it and interact with it changes. The type needs to be rooted in something real, otherwise it gets a little uncanny for the user.” What should typography look like in virtual, augmented, and mixed reality interfaces? The Drum considers (via The Digital Reader). Wonder what a book fetishist might thing of all this…