IBC
article here
Leveraging generative AI, computer vision, and data from real environments, spatial computing has opened the door for cutting-edge systems that blend the physical and digital worlds into a new frontier of human-technology interaction.
Marketed by Meta boss Mark Zuckerberg as the metaverse, a virtual playground populated by avatars, the next-gen internet is now being reconfigured around spatial computing with applications accelerated by AI.
“The metaverse didn’t die — we simply stopped using that
word,” says Rosemary Lokhorst, CEO and co-founder of XR developer Badass
Studios. “What we’re seeing now is the same idea evolving and becoming more
practical through spatial computing.”
For years, spatial computing – whether labelled VR, AR, MR,
or ‘the metaverse’ - has cycled through waves of hype and recalibration.
Recently something has shifted.
“AI is enabling spatial computing by solving problems that
seemed impossible just a few years ago—scene recognition, environmental
awareness, gesture understanding, natural language processing,” explains Neil
Trevett, president, The Khronos Group, and VP of developer ecosystems, Nvidia.
“These were previously hard research problems. Today, they are increasingly
productised capabilities.”
At the same time, spatial environments are becoming training
grounds for AI. Digital twins allow systems to learn how to interact with
complex, real-world physics and human behaviours.
“The result is a feedback loop. AI enables spatial
computing, and spatial computing enables AI,” says Trevett who describes the
metaverse simply as “spatial computing experiences where users are connected
together.”
Khronos develops open standards for 3D graphics, compute
acceleration, and AI. The technologies now overlap. “AI’s impact on spatial
computing is fundamental,” Trevett says. “In turn, spatial computing is
evolving into a natural user interface for AI, embedding intelligence directly
into the environment rather than confining it to a 2D screen.”
On a technical level spatial computing leverages
technologies like computer vision to create interactive 3D representations of
environments. By analysing visual data, computer vision interprets the geometry
and layout of physical spaces. According to Nvidia, other
technologies, such as Gaussian splats and NeRFs, enable the rapid
reconstruction of 3D scenes for visualisation and analysis. Generative AI can
transform 2D images into 3D animations, enhancing the integration of digital
content with the real world.
Take out the jargon however and spatial computing is really
about using technology in a way that mirrors how we experience the real world.
“It’s about creating an environment where you feel connected
to what’s happening around you and able to share that moment with others,” says
Lokhorst. “It’s location-based computing — technology that understands and
interacts with space.”
The idea behind the metaverse was similar: a
three-dimensional environment with depth and space where you can move around
and feel as though you’re actually there. One difference is that instead of
fantastical VR worlds experienced vicariously by animated proxies of ourselves
(the Ready, Player One or Snowcrash version in popular culture
which Zuckerberg bought into) the spatial internet is grounded in reality.
“What excites me most is how generative AI, computer vision,
machine learning, and AI agents work together,” Patrick Hadley, Sponsored AR
Product Leader at Snapchat told an audience at CES. Snapchat’s AR lenses are
used 8 billion times per day. That scale gives it a live testing ground for
what comes next.
“Think of spatial computing as the canvas, generative AI as
the paint, computer vision as the eyes, and ML as the technique,” he said. “Together,
they’re enabling entirely new experiences.”
Nonetheless, even Meta, which by some estimates has spent
$60 billion on attempting to build the metaverse, has pivoted to talk about
spatial computing.
“We’re building what we see as the next generation of the
internet—the spatial internet—where people can feel presence and togetherness
across devices and locations,” said Anne Hobson, Policy Lead for Metaverse
Products at Meta at CES.
Notably, Hobson is still in charge of ‘Metaverse Products’
like the Quest headset or Ray-Ban Meta glasses. “[These are] devices that blend
the physical and digital worlds,” she said. “They give AI a first-person view
of what you’re seeing in real time, making AI more useful in the moment.”
The global spatial computing market was $102.5 billion in
2022 and projected to reach $469.8bn by 2030, according
to some estimates.
Nonetheless, Meta has scaled back its ambition to developing
wearables as the interface to spatial computing rather than building the
metaverse itself. At the start of the year it shed
10% of jobs at Reality Labs with this new strategy in mind.
Other companies are stepping to furnish the software
building blocks of the spatial internet. They are gathering data from real
environments, parsing that through Large Language Models (LLMs) to create
digital counterparts rendered in some cases using games engines.
Niantic Labs is one. Famous for designing mobile AR game Pokémon
Go and now owned by Saudi Arabian group Savvy Games, it is building a
shared coordinate of the world for humans and machines. That means
reconstructing and understanding real-world spaces so headsets, drones,
robots—anything with a camera—can interact in real time.
“We’ve scanned over a million places worldwide and for us
that ground truth data is essential,” explained Azad Balabanian Product
Manager, Niantic Spatial at CES. “While generative AI is powerful, we can’t
over-index on fully synthetic outputs. For many enterprise applications you
need millimetre-level accuracy.”
Its geospatial model was showcased at an event during Super
Bowl late February when Niantic Spatial enabled a physical robot and its digital
twin to share the same reality viewable in realtime on mobile phones. Because
the robot and phones were all localised to the environment, they all had the
exact same understanding of where they were in space.
“This demo demonstrated the next frontier of our work: AI
that understands the physical world,” the
company enthused. “We believe there is a significant, untapped potential
that is realised when AI moves beyond the screen and into our physical reality.
Our mission is to move past the idea of AI as a digital only tool by giving it
a sense of place.”
Another company fusing LLMs with real world physics is World
Labs. The startup is valued at over $5 billion by investors including Autodesk
and Nvidia. Its founder, Fei-Fei Li, talks about how ‘spatial intelligence’
plays a fundamental role in defining how we interact with the physical world
and of the challenge in designing computer sims that mimic this.
“[We need] a new type of generative model whose capabilities
of understanding, reasoning, generation and interaction with the semantically,
physically, geometrically and dynamically complex worlds - virtual or real -
are far beyond the reach of today’s LLMs,” she believes. “The field is
nascent.”
But this research isn’t a theoretical exercise. Li says, “It
is the core engine for a new class of creative and productivity tools.”
Li is positioning Marble, World Labs’ virtual world building
tool, as integral to new immersive and interactive experiences. Just like the
vision for the metaverse this is conceived as a fully mapped 3D digital world
in which we all share.
“We’re approaching a future where stepping into fully
realised multi-dimensional worlds becomes as natural as opening a book,” she
argues. “Spatial intelligence makes world-building accessible not just to
studios with professional production teams but to individual creators and
anyone with a vision to share.”
Content producers are already busy in operating in spatial
computing modes.
British firm Nexus Studios creates XR content for mobile
devices, such as for horror studio Blumhouse, and massive immersive screen
experiences at Las Vegas Sphere. It also creates multi-sensory experiences for
theme park rides, museums and gallery installations.
“We’re well-versed in both cinematic storytelling and what
we call spatial storytelling,” says Chris O'Reilly, co-founder and chief creative
officer. “These huge new screens are architectural-scale storytelling
environments. They’re not just screens you watch — they’re spaces you inhabit.”
The canvas of spaces like MSG Sphere allows creators like
Nexus to describe what they do as world-building. “You can render them as
planets, or be inside someone’s bloodstream. The challenge is ensuring your
artists don’t think of the space as just a large rectangle. Instead of framing
shots, you’re sculpting environments. Instead of showing people a story, you’re
letting them inhabit it.”
Badass Studios is already
building digital twins of sports like E1 racing and MMA repurposing the data
into live AR overlays on the broadcast or virtual game simulations.
“Imagine watching tennis or
football in virtual reality,” Lokhorst says. “You could enter the stadium
virtually, choose your seat, and watch the match from anywhere. You might even
stand on the pitch during a penalty.”
Similar applications were
promised several years ago during the first metaverse hype and arrival of 5G.
“A lot has changed
technologically since then,” she says. “Compute power has increased, rendering
engines like Unreal Engine have improved dramatically, and
high-resolution environments are easier to transmit over the internet.
AI has also accelerated
development. Where building a game environment once took about a year, we can
now do it in two to six weeks. For example, recreating a city like
Monaco or Miami might take two or three weeks.
Today it’s becoming more
industrial and practical. Sectors like military training and healthcare
simulations have helped improve the underlying technology and infrastructure.”
Miniaturisation and comfort
Previous waves of XR were defined by bulky headsets and
niche gaming use cases, but the current phase is characterised by
miniaturisation and distribution.
Ziad Asghar, GM for XR and Personal AI at semiconductor
giant Qualcomm, said at CES, “We’re in the middle of a major transition—from
personal computing to mobile computing, and now to spatial computing. The
convergence of XR and AI is unlocking use cases that simply weren’t possible
before.”
Smart glasses, smartwatches even earbuds with cameras “can
understand and interact with the world around you in ways a device in your
pocket cannot,” he said.
“But there are real challenges. You need incredible AI
processing on-device. You can’t send everything to the cloud. That means
best-in-class performance per watt, excellent connectivity, low power
consumption—and all in a tiny form factor. A smartphone battery might be 20
times larger than what fits in smart glasses, yet users expect the same experience.”
A solution is emerging out of stealth mode in Dubai. Xpanceo
is developing a smart contact lens designed to integrate XR, night vision and
optical zoom. A small companion device worn on the body handles processing and
wireless power transfer. The company describes the concept as an “invisible
computing platform” designed to replace screens altogether and also as a
“habitat for intelligence” where data, sensors, and human perception converge.
Founders Roman Axelrod and Dr. Valentyn Volkov will wear the
prototype at its first public demonstration at the beginning of 2027 (the
timing suggests CES).
Axelrod and Volkov call it the “after-glasses” era telling Forbes that, if their team succeeds, the computer will no longer be a device we hold or wear. It will be something we look through, a living interface between biology and the digital world.
No comments:
Post a Comment