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Spatial computing

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In 1995 Simon Greenwold defined spatial computing[1] as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces" More currently, with the advent of consumer Virtual Reality, Augmented Reality and Mixed Reality, companies such as Magic Leap use spatial computing[2] in reference to the practice of using physical actions (head and body movements, gestures, speech) as inputs for interactive digital media systems, and perceived 3D physical space as the canvas for video, audio, and haptic outputs.

  1. ^ Greenwold, Simon (June 1995). "Spatial Computing" (PDF). MIT Graduate Thesis. Retrieved 22 December 2019.
  2. ^ Abovitz, R; Greco, P; Pellet, Y; Welch, H; Sam Miller. "Spatial Computing: An Overview for Our Techie Friends". Magic Leap. Retrieved 22 December 2019.