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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">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.
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:
Commercial developments accelerated in the 2010s:
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*  '''Convergence:''' Further blending with [[Internet of Things|IoT]], [[Cloud computing]], [[Edge computing]], and potentially forming key infrastructure for concepts like the [[Metaverse]].
*  '''Convergence:''' Further blending with [[Internet of Things|IoT]], [[Cloud computing]], [[Edge computing]], and potentially forming key infrastructure for concepts like the [[Metaverse]].
*  '''Accessibility:''' Lower price points over time driving wider consumer and enterprise adoption.
*  '''Accessibility:''' Lower price points over time driving wider consumer and enterprise adoption.
*  '''Enhanced Interaction:''' Advances in [[Brain–computer interface|brain-computer interfaces]] or sophisticated sensor-based inputs (for example EMG wristbands<ref name="MetaEMG"/>) could offer new ways to interact spatially.
*  '''Enhanced Interaction:''' Advances in [[Brain-computer interface|brain-computer interfaces]] or sophisticated sensor-based inputs (for example EMG wristbands<ref name="MetaEMG"/>) 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"/> Microsoft emphasizes productivity gains,<ref name="KipmanMR"/> 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.
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"/> Microsoft emphasizes productivity gains,<ref name="KipmanMR"/> 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.
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<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="GreenwoldThesis">Greenwold, Simon A. "Spatial Computing". MIT Master's Thesis, June 2003. [https://dspace.mit.edu/handle/1721.1/87460 Link]</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="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="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="Magic Leap One">Magic Leap. (2018). "Magic Leap One Creator Edition." Retrieved from https://www.magicleap.com/en-us</ref>