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'''[[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]] | '''[[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]].<ref name="GreenwoldThesis">Greenwold, Simon A. "Spatial Computing". MIT Master's Thesis, June 2003. [https://dspace.mit.edu/handle/1721.1/87460 Link]</ref> 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. In essence, spatial computing extends technologies like [[virtual reality]] (VR), [[augmented reality]] (AR), and [[mixed reality]] (MR) by anchoring digital content to real-world locations and objects, so that virtual elements can be perceived as part of the surrounding environment<ref name="TechTargetWhatIs">Alexander Gillis & George Lawton (Feb 2024). "What is spatial computing?" TechTarget. ("Companies including Apple, Google, Magic Leap, Meta and Microsoft offer spatial computing devices for consumer audiences.")</ref>, collectively sometimes referred to as [[Extended Reality]] (XR). This approach allows users to intuitively manipulate virtual objects as if they were real, and lets computers understand and respond to the user’s physical context, aiming to make the computer interface invisible by leveraging innate 3D human senses and movements.<ref name="PCMagWhatIs">Jessie Will (June 6, 2023). "What Is Spatial Computing? Apple Vision Pro and the Next Wave of Tech." PCMag. (Describes spatial computing as blending digital/physical, using natural inputs)</ref> | ||
== History == | == History == | ||
The term "Spatial Computing" was | 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"/> | |||
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">Simon Greenwold (June 2003). Spatial Computing (Master’s thesis, MIT Media Arts & Sciences) – as quoted in TechTarget, Feb 2024.</ref> This coincided with growing research in [[context-aware computing]] and ambient interfaces. | |||
Commercial developments accelerated in the 2010s: | |||
* [[Microsoft Kinect|Microsoft's Kinect]] (2010) brought depth sensing and gesture control to millions via the Xbox. | |||
* Google's Project Tango (2014) demonstrated robust 3D mapping on mobile devices. | |||
* [[Microsoft HoloLens]] (announced 2015, shipped 2016) was a landmark self-contained "mixed reality" headset performing real-time spatial mapping and anchoring holograms to the environment, described by Microsoft as the first untethered holographic computer.<ref>Microsoft. (2016). "HoloLens: Mixed Reality." Retrieved from https://www.microsoft.com/en-us/hololens</ref> | |||
* [[Magic Leap]], founded in 2011, heavily marketed the term "Spatial Computing" alongside its [[Magic Leap One]] headset release in 2018, aiming to blend digital lightfield objects with real space.<ref>Magic Leap. (2018). "Magic Leap One Creator Edition." Retrieved from https://www.magicleap.com/en-us</ref> | |||
* Apple's [[ARKit]] and Google's [[ARCore]] frameworks (2017) brought basic spatial computing (plane detection, tracking) to smartphones, popularizing mobile AR experiences like [[Pokémon GO]].<ref>Niantic. (2016). "Pokémon GO." Retrieved from https://www.pokemongo.com/</ref> | |||
* Room-scale VR systems (HTC Vive, Oculus Rift) and later standalone headsets ([[Meta Quest|Oculus Quest]], 2019) incorporated inside-out spatial tracking (SLAM) for environmental awareness. | |||
The early 2020s saw further mainstreaming. Facebook rebranded to [[Meta Platforms|Meta]] in 2021, signaling focus on the [[metaverse]], heavily reliant on spatial technologies. A pivotal moment was Apple's unveiling of the [[Apple Vision Pro]] in June 2023, explicitly branding it as a "spatial computer."<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> Apple CEO [[Tim Cook]] described it as the start of a new "era of spatial computing," comparing its potential impact to the Macintosh and iPhone.<ref name="9to5MacCookMemo">Filipe Espósito (Feb 2, 2024). "Tim Cook compares Vision Pro launch to iPhone launch in memo to employees." 9to5Mac. (Cook’s memo: “Today we launched Apple Vision Pro, introducing an entirely new era of spatial computing…”)</ref><ref name="CookSpatialWWDC">Cook, Tim. Apple WWDC 2023 Keynote. June 2023.</ref> This launch significantly boosted public awareness of the term. | |||
== Core Concepts == | == Core Concepts == | ||
Spatial computing typically involves several key components working together: | Spatial computing typically involves several key components working together: | ||
* '''Machine Perception of Space:''' Devices must understand the physical environment. This | * '''Machine Perception of Space:''' Devices must understand the physical environment in 3D. This involves technologies like [[Simultaneous Localization and Mapping]] (SLAM) to track the device's position and orientation while building a map of the space.<ref>Durrant-Whyte, H., & Bailey, T. (2006). "Simultaneous localization and mapping: Part I." *IEEE Robotics & Automation Magazine*, 13(2), 99-110. doi:10.1109/MRA.2006.1638022</ref> [[Depth sensor]]s (like [[LiDAR]] or Time-of-Flight cameras) and [[RGB camera]]s capture geometric and visual information. [[Computer vision]] algorithms, often powered by [[artificial intelligence]] (AI), interpret this data to recognize surfaces, objects (e.g., walls, tables, chairs), people, and potentially understand scene semantics.<ref name="CogentSLAM">Cogent Infotech (Jan 1, 2025). "Spatial Computing: The Next Frontier in Digital Transformation." Cogent Blog. (“Sensors such as LiDAR, depth cameras, and motion trackers capture spatial data… Techniques like Simultaneous Localization and Mapping (SLAM) are used to create accurate maps of physical environments…”)</ref><ref name="TechTargetWhatIs"/> | ||
* '''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 | * '''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 and returns (spatial anchors). The system uses its understanding of spatial context to anchor digital elements appropriately and realistically, potentially enabling occlusion (virtual objects appearing behind real ones) and physics interactions.<ref name="HandwikiHistory"/> | ||
* '''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. | * '''Natural User Interaction:''' Input moves beyond the [[keyboard]] and [[mouse]]. Common interaction methods include [[Hand tracking]] (recognizing hand shapes and 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, making the computer interface feel "invisible."<ref name="PCMagWhatIs"/><ref name="Microsoft HoloLens"/> | ||
* '''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 | * '''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 HoloLens, Magic Leap) or [[Video pass-through]] displays (like Meta Quest 3, Apple Vision Pro). It also applies to fully immersive VR experiences that create complex, interactive 3D environments where the user's physical movements are tracked and reflected. [[Spatial audio]] further enhances immersion by providing 3D sound cues anchored to locations in the environment. | ||
== Enabling Technologies == | == Enabling Technologies / Core Components == | ||
Spatial computing systems rely on a combination of hardware and software: | |||
* '''Sensors:''' [[Inertial Measurement Unit]]s (IMUs), cameras | === Hardware === | ||
* '''Displays:''' High-resolution, high-refresh-rate micro-displays ([[Micro-OLED]], [[MicroLED]]) | * '''Sensors and Cameras:''' [[Inertial Measurement Unit]]s (IMUs) for orientation, RGB cameras for visual data, [[Depth sensor|depth sensors]] ([[LiDAR]], Structured Light, [[Time-of-flight camera|Time-of-Flight]]) for 3D geometry capture, [[Microphone]]s for voice input.<ref name="TechTargetWhatIs"/><ref name="CogentSLAM"/> [[Eye tracking]] cameras inside headsets monitor gaze. | ||
* '''Processing:''' Powerful, efficient [[ | * '''Displays:''' High-resolution, high-refresh-rate micro-displays ([[Micro-OLED]], [[MicroLED]]) for rendering sharp images. [[Waveguide (optics)|Waveguides]] or other novel optics are used in optical see-through AR glasses. Wide [[Field of view (computer vision)|field-of-view]] (FOV) lenses are common in VR/MR headsets. | ||
* ''' | * '''Processing Units:''' Powerful, energy-efficient [[System on a chip|Systems-on-Chip]] (SoCs) with strong CPUs, GPUs, and often dedicated AI/[[Neural processing unit|NPU]]s or co-processors (like Apple's R1 chip<ref name="VisionProAnnounce"/>) handle complex sensor fusion, computer vision tasks, and real-time [[3D rendering]] on-device. | ||
* '''Connectivity:''' High-bandwidth, low-latency wireless | * '''Input Devices:''' Beyond integrated tracking (hand, eye, voice), some systems use handheld [[Controller (computing)|controllers]] (e.g., Meta Quest controllers) providing buttons, joysticks, and [[haptic feedback]]. | ||
=== Software === | |||
* '''[[Spatial mapping]] Algorithms:''' Primarily SLAM and related techniques (e.g., visual-inertial odometry) to create real-time 3D environmental maps and track device pose.<ref name="DurrantWhyteSLAM"/> | |||
* '''[[Computer vision]] & [[Artificial intelligence|AI]]/[[Machine learning|ML]]:''' Algorithms for object recognition, [[Gesture recognition|gesture detection]], scene understanding, [[semantic segmentation]], user intent prediction, and optimizing rendering.<ref name="TechTargetWhatIs"/> | |||
* '''[[Rendering engine|Rendering Engines]]:''' Tools like [[Unity (game engine)|Unity]] and [[Unreal Engine]] provide frameworks for developing 3D environments, handling physics, and supporting AR/VR application development.<ref>Unity Technologies. (2023). "Unity Engine." Retrieved from https://unity.com/</ref> | |||
* '''[[Operating system|Operating Systems]] & [[Software development kit|SDKs]]:''' Specialized OSs (e.g., Apple [[visionOS]], [[Windows Holographic]], [[Android]] variants) manage spatial tasks. SDKs (e.g., [[ARKit]], [[ARCore]], [[OpenXR]], MRTK) provide APIs for developers to build spatial applications. | |||
* '''[[Cloud computing|Cloud]] and [[Edge computing]]:''' Used to offload heavy computation (rendering, AI processing, large-scale mapping), enable collaborative multi-user experiences (e.g., shared spatial anchors, "AR Cloud" concepts), and stream content.<ref name="NvidiaSpatialCloud">NVIDIA Glossary. "What Is Spatial Computing?" (accessed 2025). (Noting that edge and cloud computing enhance data processing for immersive real-time spatial interactions.)</ref> | |||
* '''Connectivity:''' High-bandwidth, low-latency wireless like [[Wi-Fi 6E]] and [[5G]] are crucial for tetherless experiences and cloud/edge reliance. | |||
== Relationship to VR, AR, and MR == | == Relationship to VR, AR, and MR == | ||
While closely related and | Spatial computing is a foundational concept enabling advanced forms of VR, AR, and MR (often grouped under the umbrella term [[Extended Reality|XR]]). While closely related and sometimes used interchangeably in marketing, there are nuances: | ||
* '''[[Virtual Reality]] (VR):''' | |||
* '''[[Augmented Reality]] (AR):''' Overlays digital information onto the real world, | * '''[[Virtual Reality]] (VR):''' Creates a fully immersive digital environment replacing the user's real-world view. Spatial computing principles apply ''within'' this virtual space for tracking user movement (room-scale VR), environmental awareness (e.g., safety boundaries based on real walls), and interacting with virtual objects using tracked hands or controllers. | ||
* '''[[Mixed Reality]] (MR):''' A more advanced form of AR where digital objects are | * '''[[Augmented Reality]] (AR):''' Overlays digital information onto the real world, typically via smartphones, tablets, or simpler smart glasses. Interaction might be basic. Mobile AR uses spatial computing for plane detection and tracking but often lacks deep environmental understanding. | ||
* '''[[Mixed Reality]] (MR):''' A more advanced form of AR where digital objects are integrated more realistically into the physical environment, appearing anchored to and potentially interacting with real surfaces and objects. Users can interact with both physical and virtual elements simultaneously. MR heavily relies on sophisticated spatial computing for real-time mapping, understanding, occlusion, and interaction. Headsets like HoloLens, Magic Leap, and passthrough devices like Vision Pro and Quest 3 are often categorized as MR. | |||
Spatial computing can be seen as the underlying technological and interaction framework emphasizing the computer's ability to understand and mediate interaction ''within'' a 3D context, enabling sophisticated AR/MR experiences and enhancing VR interaction. | |||
== Relation to other Computing Paradigms == | |||
Spatial computing builds upon and overlaps with several earlier computing paradigms: | |||
* '''[[Ubiquitous computing]] (Pervasive Computing):''' Envisions computers embedded everywhere, becoming invisible parts of daily life (Mark Weiser's vision). Spatial computing shares the goal of moving computation beyond the desktop, but specifically focuses on 3D spatial awareness and interaction, whereas ubiquitous computing is broader (e.g., smart home devices). Wearable spatial devices like AR glasses align with the ubiquitous vision.<ref name="HandwikiHistory"/> | |||
* '''[[Ambient computing]]:''' Often used interchangeably with ubiquitous computing, emphasizing calm, background operation responsive to user presence, often without traditional screens (e.g., smart speakers, automated lighting). Spatial computing can be ambient (e.g., AR glasses providing subtle cues), but often involves explicit visual overlays, contrasting with ambient computing's typical emphasis on screenlessness.<ref>ArgoDesign Medium (Example ref for Ambient). "Ambient Computing, Explained." [URL needed]</ref> | |||
* '''[[Context-aware computing]]:''' Systems that adapt based on current context (location, time, user activity). Spatial computing is inherently context-aware, focusing specifically on real-time ''spatial'' context (geometry, pose, environment). While any context-aware app uses context (e.g., GPS location), spatial computing requires understanding and interaction within the 3D physical environment.<ref name="HandwikiHistory"/> | |||
In summary, spatial computing systems are typically context-aware and can be part of ubiquitous/ambient computing scenarios. Its differentiator is the requirement for real-time 3D spatial understanding and interaction, blending digital content directly into the user's perceived physical space. | |||
== Applications and Use Cases == | == Applications and Use Cases == | ||
Spatial computing has potential applications across numerous sectors: | 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> | * '''Design and Manufacturing:''' Visualizing 3D CAD models in context, collaborative design reviews in shared virtual spaces, remote expert assistance for repairs, 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]] | * '''Healthcare:''' [[Surgical planning]] using 3D patient models, AR overlays during surgery for navigation, immersive medical training simulations, [[Physical therapy|rehabilitation]] exercises using AR/VR, visualizing complex medical data (MRI/CT scans) in 3D.<ref name="SpatialHealthcare">Example: "Spatial computing in healthcare: The future of medicine?", Medical Futurist, [Date and URL needed]</ref><ref>Chen, L., et al. (2020). "Augmented reality in surgical navigation: A review." *International Journal of Computer Assisted Radiology and Surgery*, 15(8), 1357-1367. doi:10.1007/s11548-020-02192-5</ref> | ||
* '''Education and Training:''' Immersive learning experiences | * '''Education and Training:''' Immersive learning experiences (virtual field trips, science labs), visualizing complex concepts (molecules, historical events) in 3D, complex task training (aircraft maintenance, emergency response) with AR guidance.<ref>Bacca, J., et al. (2014). "Augmented reality trends in education: A systematic review." *Educational Technology & Society*, 17(4), 133-149.</ref> | ||
* '''Collaboration and Communication:''' Virtual meetings with spatial presence, remote collaboration on 3D projects, shared digital workspaces. | * '''Collaboration and Communication:''' Virtual meetings with spatial presence ([[avatar]]s in shared spaces), remote collaboration on 3D projects, shared digital workspaces (e.g., virtual whiteboards, multiple virtual monitors).<ref>Spatial. (2023). "Spatial: Collaborative AR Platform." Retrieved from https://spatial.io/</ref> | ||
* '''Retail and E-commerce:''' Virtually trying on clothes or placing furniture in a room before purchase. | * '''Retail and E-commerce:''' Virtually trying on clothes or accessories (AR mirrors), placing virtual furniture or appliances in a room using mobile AR apps before purchase.<ref>IKEA. (2023). "IKEA Place App." Retrieved from https://www.ikea.com/us/en/customer-service/mobile-apps/</ref> | ||
* '''Entertainment and Gaming:''' Highly immersive games | * '''Entertainment and Gaming:''' Highly immersive VR games with room-scale tracking, location-based AR games blending virtual elements with the real world, interactive spatial storytelling, spatial viewing of 360°/[[Volumetric video|volumetric]] content.<ref name="PokemonGoRef">Niantic. (2016). "Pokémon GO." Retrieved from https://www.pokemongo.com/</ref> | ||
* '''Navigation and Information Access:''' Contextual information overlaid on the real world, indoor navigation aids. | * '''Navigation and Information Access:''' Contextual information overlaid on the real world (e.g., AR directions in streets or airports, information about landmarks), indoor navigation aids. | ||
* '''Architecture and Construction:''' Visualizing architectural designs on-site using AR, virtual walkthroughs of buildings in VR before construction.<ref>Wang, X., et al. (2013). "Augmented reality in architecture and construction." *Automation in Construction*, 33, 1-12. doi:10.1016/j.autcon.2012.09.001</ref> | |||
== Industry Adoption and | == Industry Adoption and Notable Devices / Platforms == | ||
Several major technology companies are investing heavily | Several major technology companies are investing heavily: | ||
* '''[[Microsoft]]''': | * '''[[Microsoft]]''': Pioneer with [[Microsoft HoloLens]] (2016) and HoloLens 2 (2019), primarily targeting enterprise/industrial MR use cases. Platform includes Windows Holographic OS and services like [[Microsoft Mesh]] for collaborative MR. | ||
* '''[[Apple]]''': Explicitly entered the market branding [[Apple Vision Pro]] (announced 2023, released 2024) as its first "spatial computer," running [[visionOS]]. Positions spatial computing as a major paradigm shift.<ref name="VisionProAnnounce"/><ref name="9to5MacCookMemo"/> High-end device focusing on productivity (virtual displays), entertainment (immersive video), and spatial FaceTime. | |||
* '''[[Apple]]''': Explicitly entered the market | * '''[[Meta Platforms|Meta]]''': Leading the consumer VR market with its [[Meta Quest]] line. Quest 2, Quest Pro (2022), and Quest 3 (2023) increasingly incorporate MR features via color [[Video pass-through|passthrough]], leveraging spatial computing for environmental mapping and blending realities. Focuses on gaming, social VR ([[Horizon Worlds]]), and productivity ([[Horizon Workrooms]]). Developing future AR glasses (Project Nazare). | ||
* '''[[Magic Leap]]''': | * '''[[Magic Leap]]''': Early player focused on high-end AR/MR headsets (Magic Leap 1 - 2018, Magic Leap 2 - 2022) with advanced optics. Helped popularize the term "spatial computing," now primarily targets enterprise customers. | ||
* '''[[Google]]''': | * '''[[Google]]''': Develops the [[ARCore]] platform for Android mobile AR. Explored early concepts with Project Tango and [[Google Glass]]. Current efforts include ongoing AR research, Google Maps Live View (AR navigation), and Project Starline (3D telepresence booth). Rumored to be developing new AR hardware. | ||
* '''Others:''' Companies like [[Nvidia]] provide foundational technologies (GPUs, platforms like [[Nvidia Omniverse]] for digital twins and spatial simulation<ref>NVIDIA. (2023). "Omniverse for Spatial Computing." Retrieved from https://www.nvidia.com/en-us/omniverse/</ref>), while engine providers like [[Unity (game engine)|Unity]]<ref name="UnityRef">Unity Technologies. (2023). "Unity Engine." Retrieved from https://unity.com/</ref> and [[Unreal Engine]] offer development tools critical to the ecosystem. Numerous startups focus on specific applications or hardware components. | |||
== Challenges and | == Challenges, Criticisms, and Terminology Confusion == | ||
Despite its potential, spatial computing faces | Despite its potential, spatial computing faces 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 | * '''Technical Limitations:''' Constraints remain in [[Field of view (computer vision)|field of view]] (especially for optical see-through AR), display resolution and brightness, device weight and [[Ergonomics|ergonomic]] comfort, [[Battery life]], and the significant on-device processing power required.<ref>Azuma, R. T. (1997). "A survey of augmented reality." *Presence: Teleoperators and Virtual Environments*, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355</ref> Creating truly seamless and realistic blending remains difficult. | ||
* '''Cost:''' High-end | * '''Cost:''' High-end devices like HoloLens 2 ($3,500+) and Apple Vision Pro ($3,499 at launch) are expensive, limiting adoption primarily to enterprise users or early adopters.<ref>Apple. (2023). "Apple Vision Pro Pricing." Retrieved from https://www.apple.com/shop/buy-vision/apple-vision-pro</ref> | ||
* '''User Experience and Adoption:''' Developing intuitive | * '''User Experience (UX) and Adoption:''' Developing intuitive spatial interfaces and compelling applications ("killer apps") is crucial. Issues like [[Virtual reality sickness|motion sickness]] or visual fatigue can affect some users.<ref>LaValle, S. M. (2020). *Virtual Reality*. Cambridge University Press.</ref> Social acceptance of wearing head-mounted devices in public is still evolving. | ||
* '''[[Data privacy|Privacy]] and Security:''' Devices constantly scanning the user's environment and potentially tracking | * '''[[Data privacy|Privacy]] and Security:''' Devices constantly scanning the user's environment with cameras and sensors (potentially including [[eye tracking]] and hand tracking) raise significant privacy concerns regarding data collection, storage, and use.<ref name="SpatialPrivacy">Example: "The Privacy Implications of Spatial Computing", Electronic Frontier Foundation, [Date and URL needed]</ref> Robust security measures and clear data policies are needed. | ||
* '''Definition Ambiguity / Buzzword Status:''' | * '''Definition Ambiguity / Buzzword Status:''' The term "spatial computing" itself has been criticized for being vague or an overused [[buzzword]], particularly following marketing pushes by companies like Apple.<ref name="WaPoAmbiguity">Shira Ovide (Feb 2, 2024). "Apple’s Vision Pro is ‘spatial computing.’ Nobody knows what it means." The Washington Post. (“One problem: No one agrees on the definition of spatial computing. Ask 10 people in technology and you might get 12 different answers.”)</ref> Critics argue it sometimes simply rebrands existing AR/MR/XR concepts without adding clarity.<ref name="BuzzwordCritique">Example: Stratechery by Ben Thompson discussing Vision Pro terminology, [Date and URL needed]</ref> The overlap with related terms (XR, Metaverse, etc.) causes confusion.<ref name="HacklNotSynonym">Cathy Hackl (April 15, 2024). "What Is Spatial Computing and What Is the Role of AI in this New Computing Paradigm." ShortTake by Shorty Awards. (“Spatial Computing is not one single technology or one single device. It is not just virtual reality either…nor just another word for the metaverse.”)</ref> While rooted in academic work, its current usage encompasses a broad, sometimes inconsistent, range of technologies. | ||
== Future Outlook == | == Future Outlook and Perspectives == | ||
Spatial computing is | Spatial computing is widely viewed as a major future direction for computing, potentially succeeding the mobile era. Key trends and expectations include: | ||
* Lighter, more comfortable, | * **Hardware Evolution:** Lighter, smaller, more comfortable devices, potentially resembling standard eyeglasses ("True AR"). Improvements in display technology (wider FOV, higher resolution/brightness, better power efficiency), battery life, and processing power.<ref name="Qualcomm5GXR">Qualcomm. (2023). "The Future of XR with 5G." Retrieved from https://www.qualcomm.com/solutions/extended-reality</ref><ref name="AbovitzTrueAR">Rony Abovitz (Oct 16, 2023). "The State Of Play In Spatial Computing/XR In 2024." Medium. (Describing future “True AR spatial computing”.)</ref> | ||
* **AI Integration:** More sophisticated [[Artificial Intelligence|AI]] for enhanced environmental understanding ([[Spatial AI]]), contextual awareness, predictive assistance, realistic [[Non-player character|NPC]] behavior, and [[Generative artificial intelligence|generative AI]] for dynamic content creation within spatial environments.<ref name="NvidiaOmniverseRef"/> | |||
* More sophisticated [[Artificial Intelligence|AI]] | * **Ecosystem Development:** Standardization of platforms and protocols ([[OpenXR]]), improved development tools, and growth of compelling applications and content ecosystems. Interoperability between different devices and platforms will be crucial. | ||
* Development of | * **Convergence:** Further blending with [[Internet of Things|IoT]], [[Cloud computing]], [[Edge computing]], and potentially forming key infrastructure for concepts like the [[Metaverse]]. | ||
* Convergence with | * **Accessibility:** Lower price points over time driving wider consumer and enterprise adoption. | ||
* Lower price points driving wider consumer adoption. | * **Enhanced Interaction:** Advances in [[Brain–computer interface|brain-computer interfaces]] or sophisticated sensor-based inputs (e.g., EMG wristbands<ref>Meta Reality Labs research on EMG input. [URL needed]</ref>) could offer new ways to interact spatially. | ||
Technology leaders like Tim Cook see it as profoundly changing human-computer interaction.<ref name="9to5MacCookMemo"/> Futurists like Cathy Hackl frame it as the next computing wave enabling new forms of communication and machine intelligence.<ref name="HacklIndependent">Independent UK article quoting Cathy Hackl on Vision Pro. [URL needed]</ref> Microsoft emphasizes productivity gains,<ref>Alex Kipman statements on Mixed Reality. [URL needed]</ref> while Meta focuses on social connection in the metaverse. The long-term vision often involves seamlessly blending digital information and interaction into our everyday perception of the physical world. | |||
== See Also == | == See Also == | ||
Line 80: | Line 114: | ||
* [[Simultaneous Localization and Mapping]] (SLAM) | * [[Simultaneous Localization and Mapping]] (SLAM) | ||
* [[Ubiquitous Computing]] | * [[Ubiquitous Computing]] | ||
* [[Context-aware computing]] | |||
* [[Metaverse]] | * [[Metaverse]] | ||
* [[Apple Vision Pro]] | * [[Apple Vision Pro]] | ||
* [[Microsoft HoloLens]] | * [[Microsoft HoloLens]] | ||
* [[Magic Leap]] | |||
* [[Meta Quest]] | |||
* [[Digital Twin]] | |||
* [[Head-mounted display]] | |||
== References == | == References == | ||
<references/> | <references> | ||
<ref name="GreenwoldThesis">Greenwold, Simon A. "Spatial Computing". MIT Master's Thesis, June 2003. [https://dspace.mit.edu/handle/1721.1/87460 Link]</ref> | |||
<ref name="TechTargetWhatIs">Alexander Gillis & George Lawton (Feb 2024). "What is spatial computing?" TechTarget.</ref> | |||
<ref name="PCMagWhatIs">Jessie Will (June 6, 2023). "What Is Spatial Computing? Apple Vision Pro and the Next Wave of Tech." PCMag.</ref> | |||
<ref name="HandwikiHistory">HandWiki. "Engineering:Spatial computing - History" (Accessed Apr 2025).</ref> | |||
<ref name="VentureBeatJacobson">Dean Takahashi (June 2023). "With Vision Pro launched, companies must talk about XR, nausea and gender." VentureBeat.</ref> | |||
<ref name="TechTargetGreenwoldQuote">Simon Greenwold (June 2003). Spatial Computing (Master’s thesis, MIT Media Arts & Sciences) – as quoted in TechTarget, Feb 2024.</ref> | |||
<ref name="Microsoft HoloLens">Microsoft. (2016). "HoloLens: Mixed Reality." Retrieved from https://www.microsoft.com/en-us/hololens</ref> | |||
<ref name="Magic Leap One">Magic Leap. (2018). "Magic Leap One Creator Edition." Retrieved from https://www.magicleap.com/en-us</ref> | |||
<ref name="ARKit">Apple Developer. "ARKit." Retrieved from https://developer.apple.com/augmented-reality/arkit/</ref> | |||
<ref name="ARCore">Google Developers. "ARCore." Retrieved from https://developers.google.com/ar</ref> | |||
<ref name="PokemonGoRef">Niantic. (2016). "Pokémon GO." Retrieved from https://www.pokemongo.com/</ref> | |||
<ref name="OculusQuest">Meta Quest. Retrieved from https://www.meta.com/quest/</ref> | |||
<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> | |||
<ref name="9to5MacCookMemo">Filipe Espósito (Feb 2, 2024). "Tim Cook compares Vision Pro launch to iPhone launch in memo to employees." 9to5Mac.</ref> | |||
<ref name="CookSpatialWWDC">Cook, Tim. Apple WWDC 2023 Keynote. June 2023. [Link to relevant section/transcript needed]</ref> | |||
<ref name="DurrantWhyteSLAM">Durrant-Whyte, H., & Bailey, T. (2006). "Simultaneous localization and mapping: Part I." *IEEE Robotics & Automation Magazine*, 13(2), 99-110. doi:10.1145/1476589.1476683</ref> | |||
<ref name="CogentSLAM">Cogent Infotech (Jan 1, 2025). "Spatial Computing: The Next Frontier in Digital Transformation." Cogent Blog.</ref> | |||
<ref name="UnityRef">Unity Technologies. (2023). "Unity Engine." Retrieved from https://unity.com/</ref> | |||
<ref name="NvidiaSpatialCloud">NVIDIA Glossary. "What Is Spatial Computing?" (accessed 2025).</ref> | |||
<ref name="ArgoDesign Medium">ArgoDesign Medium (Example ref for Ambient). "Ambient Computing, Explained." [URL needed]</ref> | |||
<ref name="SpatialDesign">Example: "How Spatial Computing is Transforming Design", Forbes, [Date and URL needed]</ref> | |||
<ref name="SpatialHealthcare">Example: "Spatial computing in healthcare: The future of medicine?", Medical Futurist, [Date and URL needed]</ref> | |||
<ref name="ChenAR Surgery">Chen, L., et al. (2020). "Augmented reality in surgical navigation: A review." *International Journal of Computer Assisted Radiology and Surgery*, 15(8), 1357-1367. doi:10.1007/s11548-020-02192-5</ref> | |||
<ref name="BaccaAR Education">Bacca, J., et al. (2014). "Augmented reality trends in education: A systematic review." *Educational Technology & Society*, 17(4), 133-149.</ref> | |||
<ref name="Spatial Collaboration">Spatial. (2023). "Spatial: Collaborative AR Platform." Retrieved from https://spatial.io/</ref> | |||
<ref name="IKEA">IKEA. (2023). "IKEA Place App." Retrieved from https://www.ikea.com/us/en/customer-service/mobile-apps/</ref> | |||
<ref name="WangAR Construction">Wang, X., et al. (2013). "Augmented reality in architecture and construction." *Automation in Construction*, 33, 1-12. doi:10.1016/j.autcon.2012.09.001</ref> | |||
<ref name="NvidiaOmniverseRef">NVIDIA. (2023). "Omniverse for Spatial Computing." Retrieved from https://www.nvidia.com/en-us/omniverse/</ref> | |||
<ref name="AzumaAR Survey">Azuma, R. T. (1997). "A survey of augmented reality." *Presence: Teleoperators and Virtual Environments*, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355</ref> | |||
<ref name="LaValleVRBook">LaValle, S. M. (2020). *Virtual Reality*. Cambridge University Press.</ref> | |||
<ref name="VisionProPrice">Apple. (2023). "Apple Vision Pro Pricing." Retrieved from https://www.apple.com/shop/buy-vision/apple-vision-pro</ref> | |||
<ref name="SpatialPrivacy">Example: "The Privacy Implications of Spatial Computing", Electronic Frontier Foundation, [Date and URL needed]</ref> | |||
<ref name="WaPoAmbiguity">Shira Ovide (Feb 2, 2024). "Apple’s Vision Pro is ‘spatial computing.’ Nobody knows what it means." The Washington Post.</ref> | |||
<ref name="BuzzwordCritique">Example: Stratechery by Ben Thompson discussing Vision Pro terminology, [Date and URL needed]</ref> | |||
<ref name="HacklNotSynonym">Cathy Hackl (April 15, 2024). "What Is Spatial Computing and What Is the Role of AI in this New Computing Paradigm." ShortTake by Shorty Awards.</ref> | |||
<ref name="Qualcomm5GXR">Qualcomm. (2023). "The Future of XR with 5G." Retrieved from https://www.qualcomm.com/solutions/extended-reality</ref> | |||
<ref name="AbovitzTrueAR">Rony Abovitz (Oct 16, 2023). "The State Of Play In Spatial Computing/XR In 2024." Medium.</ref> | |||
<ref name="HacklIndependent">Independent UK article quoting Cathy Hackl on Vision Pro. [URL needed]</ref> | |||
<ref name="KipmanMR">Alex Kipman statements on Mixed Reality. [URL needed]</ref> | |||
<ref name="MetaEMG">Meta Reality Labs research on EMG input. [URL needed]</ref> | |||
</references> |