The Study By Manikant Singh
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Spatial Computing

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Spatial Computing

Context:

Spatial computing is the future of human-technology interaction, blending virtual content into the physical world using AI, computer vision, and extended reality (XR)

It’s more than just the metaverse, representing a 3D-centric approach to integrating digital experiences with our everyday environment.

 

The first generation of spatial computing

  • Wearable devices: It relies on wearable tech, like headsets or glasses, to deliver the augmented reality experience.
    • Augmented reality (AR): The ability to overlay digital 3D objects onto the physical world, making it seem like they are part of the environment.
  • Spatial computing is in its early stages, but it has the potential to significantly change how we interact with technology, similar to the shift brought about by mobile computing.
  • The World Economic Forum recognises it as a key emerging technology with the potential to significantly impact people and the planet in the coming years.

 

What is Spatial Computing?

  • The term “spatial computing” was coined back in 2003 by researcher Simon Greenwold
  • A “human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces.” 
  • Simply put, spatial computing technology blends the digital and physical by overlaying computer interfaces onto the real world
  • Rather than staring at a screen, users interact with digital objects and information using natural movements in 3D space.

 

Examples:

  • Leading tech companies are developing advanced AR glasses, while healthcare providers are using VR for patient treatment and medical training. 
  • Visual driving directions on car windshields.
  • Virtual office metaverses for collaboration.
  • Pokémon Go, which overlays digital characters onto the real world for interaction.

 

Components and Techniques:

  • Spatial computers incorporate sensors (such as RGB cameras, depth cameras, and 3D trackers) to sense and track human bodies during interactions in a 3D space.
  • Computer vision is used to understand real-world scenes, recognise objects, create 3D maps, and more.
  • Extended reality (XR) and mixed reality (MR) superimpose virtual 3D graphics and audio onto our visual and auditory systems, providing contextual information naturally.

 

Applications:

  • Gaming and entertainment: XR experiences are transforming gaming, movies, and live events, offering new levels of immersion.
  • Education and work: Virtual surgery practice for medical students, virtual experiments for science students, and design modifications for architects and designers.
  • Healthcare: Access to vital information and 3D scans for doctors, personalised virtual assistants and exercises for patients.
  • Industry and Manufacturing: Augmented reality is being used for training, maintenance, and quality control, improving efficiency and safety.

 

Challenges and Future Prospects:

  • High device costs limit accessibility for average consumers.
  • User experience issues: Devices are often heavy, and bulky, have low battery life, and poor resolution, leading to potential tiredness and nausea.
  • Privacy concerns arise as more personal data is collected and processed.
  • Apple’s entry could drive innovation and accessibility, setting trends for other companies to follow.

 

Apple’s Vision

  • Vision Pro headset and visionOS software allow navigation of apps and media through looking, gesturing, and voice commands.
  • It enhances multitasking by allowing multiple apps and windows to be opened simultaneously.
  • Aims to reduce device size and cost over time, making spatial computing mainstream and potentially replacing smartphones with wearable devices resembling regular glasses.

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