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The concept of blending computation with physical space has roots in multiple fields. While the term "spatial computing" appeared in academic literature related to geographic information systems (GIS) in the mid-1980s<ref name="HandwikiHistory">HandWiki. "Engineering:Spatial computing - History" (Accessed Apr 2025). (Cites a 1985 paper on geography education)</ref>, its modern meaning related to human-scale interaction emerged later. Influential precursors include [[Ivan Sutherland]]'s work on [[Sketchpad]] and the first head-mounted displays in the 1960s, and [[Mark Weiser]]'s vision of [[ubiquitous computing]] at Xerox PARC in 1991, which imagined computers woven into the fabric of everyday life.<ref name="HandwikiHistory"/>
The concept of blending computation with physical space has roots in multiple fields. While the term "spatial computing" appeared in academic literature related to geographic information systems (GIS) in the mid-1980s<ref name="HandwikiHistory">HandWiki. "Engineering:Spatial computing - History" (Accessed Apr 2025). (Cites a 1985 paper on geography education)</ref>, its modern meaning related to human-scale interaction emerged later. Influential precursors include [[Ivan Sutherland]]'s work on [[Sketchpad]] and the first head-mounted displays in the 1960s, and [[Mark Weiser]]'s vision of [[ubiquitous computing]] at Xerox PARC in 1991, which imagined computers woven into the fabric of everyday life.<ref name="HandwikiHistory"/>


In the early 1990s, researchers at the University of Washington’s Human Interface Technology Lab (HIT Lab), led by VR pioneer [[Thomas A. Furness III]], explored advanced 3D interfaces. A spin-off company, Worldesign Inc., founded by Dr. Robert Jacobson, used "Spatial Computing" to describe human interaction within immersive 3D environments at room scale, demonstrating concepts like a virtual Giza Plateau reconstruction in 1993.<ref name="HandwikiHistory"/><ref name="VentureBeatJacobson">Dean Takahashi (June 2023). "With Vision Pro launched, companies must talk about XR, nausea and gender." VentureBeat. (“…‘spatial computing’ a term that was actually coined in the early 90s by Dr. Bob Jacobson, founder of Worldesign…”)​</ref> An academic publication "Spatial Computing: Issues in Vision, Multimedia and Visualization Technologies" (1997) by T. Caelli and H. Bunke further introduced the term academically.<ref name="HandwikiHistory"/>
In the early 1990s, researchers at the University of Washington’s Human Interface Technology Lab (HIT Lab), led by VR pioneer [[Thomas A. Furness III]], explored advanced 3D interfaces. A spin-off company, Worldesign Inc., founded by Dr. Robert Jacobson, used "Spatial Computing" to describe human interaction within immersive 3D environments at room scale, demonstrating concepts like a virtual Giza Plateau reconstruction in 1993.<ref name="HandwikiHistory"/><ref name="VentureBeatJacobson">Dean Takahashi (June 2023). "With Vision Pro launched, companies must talk about XR, nausea and gender." VentureBeat. (“…‘spatial computing’ - a term that was actually coined in the early 90s by Dr. Bob Jacobson, founder of Worldesign…”)​</ref> An academic publication "Spatial Computing: Issues in Vision, Multimedia and Visualization Technologies" (1997) by T. Caelli and H. Bunke further introduced the term academically.<ref name="HandwikiHistory"/>


The term gained significant traction following [[Simon Greenwold]]'s 2003 Master's thesis at the [[MIT Media Lab]].<ref name="GreenwoldThesis"/> Greenwold defined it as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces," emphasizing machines becoming "fuller partners in our work and play."<ref name="TechTargetGreenwoldQuote"></ref> This coincided with growing research in [[context-aware computing]] and ambient interfaces.
The term gained significant traction following [[Simon Greenwold]]'s 2003 Master's thesis at the [[MIT Media Lab]].<ref name="GreenwoldThesis"/> Greenwold defined it as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces," emphasizing machines becoming "fuller partners in our work and play."<ref name="TechTargetGreenwoldQuote"></ref> This coincided with growing research in [[context-aware computing]] and ambient interfaces.