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'''[[Spatial computing]]''' is a | {{AR/VR}} | ||
'''[[Spatial computing]]''' is a term describing the paradigm where [[human-computer interaction]] (HCI) moves beyond traditional desktop or mobile screens, allowing digital information and processes to be perceived and manipulated as if they exist within [[3D space|three-dimensional physical space]]. It involves machines understanding and interacting with the geometry and semantics of the surrounding environment, enabling users to interact with digital content using natural modalities like gestures, gaze, and voice, often overlaying this content onto their view of the real world.<ref name="GreenwoldThesis">Greenwold, Simon A. "Spatial Computing". MIT Master's Thesis, 2003. [https://dspace.mit.edu/handle/1721.1/87460 Link]</ref> Spatial computing is a foundational concept for realizing advanced forms of [[Augmented Reality]] (AR), [[Virtual Reality]] (VR), and [[Mixed Reality]] (MR), collectively sometimes referred to as [[Extended Reality]] (XR). | |||
== | == History == | ||
The term "Spatial Computing" was popularized by [[Simon Greenwold]] in his 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." While the term was coined in 2003, the underlying concepts draw from decades of research in fields like [[Human-Computer Interaction]], [[Computer Graphics]], [[Computer Vision]], [[Ubiquitous Computing]], and early VR/AR systems dating back to [[Ivan Sutherland]]'s work in the 1960s. The resurgence and popularization of the term in the late 2010s and early 2020s coincided with advancements in enabling technologies and the launch of consumer and enterprise-focused AR and MR devices. | |||
* | |||
* | == Core Concepts == | ||
* | Spatial computing typically involves several key components working together: | ||
* '''Machine Perception of Space:''' Devices must understand the physical environment. This often involves technologies like [[Simultaneous Localization and Mapping]] (SLAM) to track the device's position and orientation within a space while simultaneously building a map of that space. [[Depth sensor]]s (like [[LiDAR]] or Time-of-Flight cameras) and [[RGB camera]]s capture geometric and visual information. [[Computer vision]] algorithms interpret this data to recognize surfaces, objects, and potentially semantic information (e.g., identifying a wall, table, or chair). | |||
* '''Persistence and Context:''' Digital objects or information placed within the spatial environment can maintain their position and state relative to the physical world, even when the user looks away or leaves the area and returns. The system understands the context of the space to anchor digital elements appropriately. | |||
* '''Natural User Interaction:''' Input moves beyond the [[keyboard]] and [[mouse]]. Common interaction methods include [[Hand tracking]] (recognizing hand gestures), [[Eye tracking]] (using gaze as a pointer or input trigger), [[Voice command]]s, and sometimes specialized controllers. The goal is intuitive interaction that mimics how humans interact with the physical world. | |||
* '''Blending Digital and Physical Realities:''' Spatial computing often manifests as AR or MR, where digital information is seamlessly integrated with the user's view of the real world through [[Optical see-through display]]s (like [[Microsoft HoloLens]] or [[Magic Leap]]) or [[Video pass-through]] displays (like [[Meta Quest 3]] or [[Apple Vision Pro]]). It can also apply to fully immersive VR experiences that create complex, interactive 3D environments. | |||
== Enabling Technologies == | |||
Significant advancements across various technological domains have made modern spatial computing possible: | |||
* '''Sensors:''' [[Inertial Measurement Unit]]s (IMUs), cameras (RGB, fisheye), depth sensors (LiDAR, structured light, time-of-flight), microphones. | |||
* '''Displays:''' High-resolution, high-refresh-rate micro-displays ([[Micro-OLED]], [[MicroLED]]), [[Waveguide (optics)|waveguide]] or other novel optics for see-through displays, wide [[Field of view (computer vision)|field-of-view]] (FOV) lenses for VR. | |||
* '''Processing:''' Powerful, efficient [[Mobile processor]]s (SoCs) capable of handling complex sensor fusion, computer vision tasks, and real-time 3D rendering on-device. [[Cloud computing]] can also be leveraged for heavier processing loads. | |||
* '''Software:''' Specialized [[Operating system]]s (e.g., [[visionOS]], [[Windows Holographic]], [[Android]] variants), [[Software Development Kit]]s (SDKs) (e.g., [[ARKit]], [[ARCore]], [[OpenXR]]), [[3D engine]]s (e.g., [[Unity (game engine)|Unity]], [[Unreal Engine]]), and algorithms for SLAM, object recognition, hand/eye tracking, and rendering. | |||
* '''Connectivity:''' High-bandwidth, low-latency wireless technologies like [[Wi-Fi 6E]] and [[5G]] are increasingly important for collaborative experiences and offloading computation. | |||
== Relationship to VR, AR, and MR == | |||
While closely related and often used interchangeably in marketing, there are nuances: | |||
* '''[[Virtual Reality]] (VR):''' Typically creates a fully immersive digital environment that replaces the user's view of the real world. Spatial computing principles apply within this virtual space for interaction and navigation. | |||
* '''[[Augmented Reality]] (AR):''' Overlays digital information onto the real world, usually through smartphones, tablets, or basic smart glasses. Interaction with the overlaid content might be limited. | |||
* '''[[Mixed Reality]] (MR):''' A more advanced form of AR where digital objects are not just overlaid but appear to be realistically integrated into the physical environment, allowing users to interact with both physical and virtual elements. MR heavily relies on spatial computing concepts for environmental understanding and interaction. | |||
Spatial computing can be seen as the underlying technological and interaction framework that enables sophisticated AR and MR experiences, and enhances interaction within VR environments. It emphasizes the computer's role in understanding and mediating interaction ''within'' a 3D context, whether purely virtual or blended with reality. | |||
== Applications and Use Cases == | |||
Spatial computing has potential applications across numerous sectors: | |||
* '''Design and Manufacturing:''' Visualizing 3D models in context, collaborative design reviews, creating [[Digital Twin]]s of factories or products.<ref name="SpatialDesign">Example: "How Spatial Computing is Transforming Design", Forbes, [Date and URL needed]</ref> | |||
* '''Healthcare:''' [[Surgical planning]] and navigation, medical training simulations, remote expert assistance, visualizing complex medical data (e.g., MRI/CT scans) in 3D.<ref name="SpatialHealthcare">Example: "Spatial computing in healthcare: The future of medicine?", Medical Futurist, [Date and URL needed]</ref> | |||
* '''Education and Training:''' Immersive learning experiences, virtual field trips, complex task training (e.g., aircraft maintenance, emergency response). | |||
* '''Collaboration and Communication:''' Virtual meetings with spatial presence, remote collaboration on 3D projects, shared digital workspaces. | |||
* '''Retail and E-commerce:''' Virtually trying on clothes or placing furniture in a room before purchase. | |||
* '''Entertainment and Gaming:''' Highly immersive games that blend with the real world or create expansive virtual worlds, location-based experiences. | |||
* '''Navigation and Information Access:''' Contextual information overlaid on the real world, indoor navigation aids. | |||
== Industry Adoption and Examples == | |||
Several major technology companies are investing heavily in spatial computing: | |||
* '''[[Microsoft]]''': A pioneer in the space with its [[Microsoft HoloLens]] platform, primarily targeting enterprise and industrial use cases with its MR headset. | |||
* '''[[Meta Platforms|Meta]]''': While known for VR with its [[Meta Quest]] line, the company has increasingly incorporated MR features (driven by spatial computing principles like passthrough and scene understanding) into its newer headsets, positioning them as mixed reality devices. | |||
* '''[[Apple]]''': Explicitly entered the market by branding its [[Apple Vision Pro]] headset, released in 2024, as its first "spatial computer." [[Tim Cook]], CEO of Apple, has frequently discussed the potential of spatial computing, framing it as a significant technological shift.<ref name="CookSpatial">Example: Cook, Tim. Apple WWDC 2023 Keynote. June 2023. [Link to relevant section/transcript]</ref> The Vision Pro integrates high-resolution displays, advanced sensor suites, eye and hand tracking, and a dedicated OS ([[visionOS]]) to create spatial experiences.<ref name="VisionProAnnounce">Apple Newsroom. "Introducing Apple Vision Pro: Apple’s first spatial computer." June 5, 2023. [https://www.apple.com/newsroom/2023/06/introducing-apple-vision-pro/ Link]</ref> | |||
* '''[[Magic Leap]]''': Another early player focused on AR/MR headsets with advanced optics and spatial capabilities, primarily targeting enterprise customers after an initial consumer focus. | |||
* '''[[Google]]''': Continues research and development in AR through [[ARCore]] for Android devices and experiments with AR glasses prototypes. | |||
== | == Challenges and Criticisms == | ||
Despite its potential, spatial computing faces several hurdles: | |||
* '''Technical Limitations:''' Constraints in [[Field of view (computer vision)|field of view]], display resolution and brightness, device weight and [[Ergonomics|ergonomic]] comfort, [[Battery life]], and the need for significant on-device processing power remain challenges. | |||
* ''' | * '''Cost:''' High-end spatial computing devices like the HoloLens 2 and Apple Vision Pro are expensive, limiting initial adoption primarily to enterprise users or high-end consumers. | ||
* ''' | * '''User Experience and Adoption:''' Developing intuitive user interfaces and compelling applications ("killer apps") is crucial. Social acceptance of wearing head-mounted devices in public spaces is another factor. | ||
* ''' | * '''[[Data privacy|Privacy]] and Security:''' Devices constantly scanning the user's environment and potentially tracking biometric data (eye movements, hand gestures) raise significant privacy concerns that need addressing through robust policies and security measures.<ref name="SpatialPrivacy">Example: "The Privacy Implications of Spatial Computing", Electronic Frontier Foundation, [Date and URL needed]</ref> | ||
* ''' | * '''Definition Ambiguity / Buzzword Status:''' As the term gained popularity, particularly through marketing efforts, some critics argue it has become an overused [[buzzword]] lacking a precise, universally agreed-upon definition, sometimes used simply to rebrand existing AR/MR concepts.<ref name="BuzzwordCritique">Example: Stratechery by Ben Thompson discussing Vision Pro terminology, [Date and URL needed]</ref> While rooted in academic work, its current usage often encompasses a broad range of technologies. | ||
== Future Outlook == | |||
Spatial computing is expected to continue evolving rapidly. Future trends may include: | |||
* Lighter, more comfortable, and less obtrusive devices resembling standard eyeglasses. | |||
* Improved display technology with wider FOV and higher resolutions. | |||
* More sophisticated [[Artificial Intelligence|AI]] integration for better environmental understanding, contextual awareness, and interaction. | |||
* Development of standardized platforms and ecosystems. | |||
* Convergence with other emerging technologies, potentially forming key components of concepts like the [[Metaverse]]. | |||
* Lower price points driving wider consumer adoption. | |||
Spatial computing represents a long-term vision for how humans will interact with digital technology, aiming to make it more integrated, intuitive, and contextually aware within our physical surroundings. | |||
== | == See Also == | ||
* [[Augmented Reality]] (AR) | |||
* [[Virtual Reality]] (VR) | |||
* [[Mixed Reality]] (MR) | |||
* [[Extended Reality]] (XR) | |||
* [[Human-Computer Interaction]] (HCI) | |||
* [[Computer Vision]] | |||
* [[Simultaneous Localization and Mapping]] (SLAM) | |||
* [[Ubiquitous Computing]] | |||
* [[Metaverse]] | |||
* [[Apple Vision Pro]] | |||
* [[Microsoft HoloLens]] | |||
== References == | == References == | ||
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