Spatial Computing: Everything you need to know

What you need to know about spatial computing, from the Apple Vision Pro to virtual reality headsets.

After Apple’s announcement of the Vision Pro, interest in spatial computing spiked upwards. We now operate in a field where Mark Zuckerburg’s Meta investigates the metaverse, while a smattering of other companies focuses on virtual and augmented reality. We have a rainbow of differing terms which can, arguably, mean the same thing.

With the heightened interest, let’s dig a little deeper into this. We will explore what spatial computing is, what it means for business professionals, and how it will shape the years ahead. Think of it as a primer on a topic that is rapidly evolving and changing with time - and if you wish to keep yourself fully updated, then consider subscribing to the Immersive Wire for a weekly briefing.

For now, let’s dive into the world of immersive technologies.

What is meant by spatial computing?

Spatial computing is an all-encompassing term that includes computers interacting with the physical world. Most people will see this in action by wearing a headset which can sense the world around the user, and place digital objects around them. For example, if you wear the headset in a living room then you may see virtual bricks or people who leap about around you. Think of it as interacting with virtual objects within spaces.

The Apple Vision Pro is considered a spatial computing device because users can manipulate planes of windows within their own living room. The same goes for the Quest headsets supplied by Meta, which provide inside-out tracking for people who wish to see the world around them within virtual reality.

Not many of these devices exist today. Hardware manufacturers like HP, Varjo and Pico supply headsets, primarily for enterprise customers who wish to improve their learning experiences.

Spatial computing devices could place virtual objects around a room.

Spatial computing devices could place virtual objects around a room. Photo credit: Midjourney.

How does it work?

Spatial computing encompasses both hardware and software, together. Mixed reality devices like the Quest line of virtual reality headsets can bring games to life within a location, using software to open pickets of reality. This is enabled by an array of sensors around the headset, which can read the room and replicate digital objects. The same is true for the Apple Vision Pro, which requires a matric of sensors to read the room and replicate its surroundings.

This requires a lot of processing power to do well. Apple supplies its own chips to power its headsets, including an R1 processor to minimize latency and lag. Qualcomm also supplies a variety of chips to companies like Meta to power its own headsets, working in exclusive deals to supply the hardware. The technological difficulties of developing the devices are one of the reasons why it is taking so long to roll products out to market.

What is spatial computing used for?

Spatial computing is used in a variety of different ways, based on the needs of the industry. Some focus more on the joy of playing with virtual avatars, while others pivot towards upskilling employees. But the consistent element between them all is that these immersive spaces have a greater impact on people’s activities. Other examples:

  • Training: Companies use immersive headsets to immerse people within a physical space, leading to a greater impact in training. One example is Immerse, who did training with DHL that upskills employees on cargo packing.

  • Gameplay: Spatial computing devices also allow for fun experiences with friends and family. One example is Blaston, one of the first to use the Quest’s passthrough capabilities to make a shooter.

Comparing spatial computing and the Apple Vision Pro

So far, we have mentioned Apple and the Vision Pro a fair bit. The reason why is simple: Apple has made such a seismic impact with the announcement of its headset that it reverberated around the tech sphere, buoying up discussions on the topic as it labels its product line as a spatial computing device.

The explicit label will likely cause other companies to adopt the term as part of their own services. We saw this before when Facebook renamed itself to Meta, causing a flurry of metaverse-related activities in 2021. We will also see a number of other companies provide services in relation to the Vision Pro, such as Jigspace supplying virtual assets.

We will need to wait and see how the Vision Pro will perform in 2024 - but for now, the flurry of interest is clear.

The Apple Vision Pro is one example of a spatial computing device

The Apple Vision Pro is one example of a spatial computing device. Photo credit: Apple.

How is spatial computing different from the metaverse?

As we explored in a different article, there is not much difference between spatial computing and the metaverse. Basically, the Immersive Wire defines the metaverse as the future of the internet, which could be based on blockchain and will definitely have spatial elements. This makes sense because, as humans, we strive for social connections together. We’re still in the early stages of the metaverse and its development, but it’s clear that we are heading towards a more immersive form of communication.

Because of this, spatial computing fits within the ‘umbrella’ of the metaverse, as a subsection of a massive whole. Immersive interactions with digital objects form a small component of the wider metaverse, which ties together nicely:

Spatial computing fits within the metaverse

Spatial computing fits within the metaverse. Photo credit: Tom Ffiske

Example spatial computing companies

As we are at such an early stage of the metaverse and its development, there are not so many companies that label themselves as spatial computing companies. Still, there are a few companies who evidently work within the space but do not call themselves the term. Here are a few examples which you can follow:

  • Microsoft, who produces Hololens devices;

  • Apple, who will release the Apple Vision Pro;

  • Meta, who creates the Quest line of VR headsets;

  • Pico, who creates their own line of headsets;

  • Varjo, who provides consumer and enterprise headsets;

  • Qualcomm, who provides chaps to support spatial computing devices;

  • NVIDIA, who provides a platform for immersive collaboration called Omniverse;

  • Sony, who provides the PlayStation VR series.

It’s fair to say that there are few companies that are purely dedicated to the field. Most companies operate larger functions, but supply a subset of services dedicated towards spatial computing. Exceptions include MetaVRse which provides an engine for developing experiences, and GEEIQ which provides analytics on spatial experiences. Still, it’s an area which is growing with time.

The Quest series of VR headsets can be seen as spatial computing devices

The Quest series of VR headsets can be seen as spatial computing devices. Photo credit: Meta.

Where can I learn more?

Spatial computing is evolving quickly, and it's important to be kept abreast of the upcoming changes as they come. One of the best ways of keeping up to speed is subscribing to the Immersive Wire, which provides a weekly briefing on the metaverse and immersive technologies.