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  • Definition
    • Simon Greenwold defined spatial computing in 2003 as human interaction with machines that manipulate referents to real objects.
    • In simpler terms, it refers to humans interacting with digital 3D data referencing the real world.
  • Spatial Computing Industry
    • Spatial computing is a fast-growing industry, particularly in business-to-business (B2B) products and services.
    • It is set to merge with other technologies like AI, robotics, and augmented reality, leading to innovative products.
  • Infrastructure and Investment
    • Infrastructure for spatial computing applications is becoming more affordable and accessible. (5G etc)
    • Many entrepreneurs, technology executives, and investors are focusing on hardware, software, and infrastructure for spatial computing.
  • Examples of Spatial Computing
    • Video games like FIFA and Wii Sports where players interact with virtual environments.
    • Movies and TV shows with visual effects like Avatar, requiring 3D scene and character building.
    • Use of augmented reality filters in social media and 3D face scanning in transportation.
  • Impact and Proliferation
    • Humans are optimised by evolution for 3D experiences, which makes spatial computing appealing, but the hardware is “in the way”
    • The evolution of technology like GPUs, cloud computing, and AI chips has enabled the proliferation of spatial computing.
  • Spatial Computing in Various Sectors
    • Used in musculoskeletal healthcare, architectural visualisation, industrial robots, and mapping for navigation.
    • Combining with other technologies to increase fidelity and sophistication.
  • Future of Spatial Computing
    • Machine-machine (M2M) spatial computing is likely to surpass human-machine (H2M) interactions.