Week 1: Introduction to Spatial Computing
Virtual, Augmented and Spatial Computing
Welcome
Virtual, Augmented and Spatial Computing
BSc in Immersive Digital Media — Year 3
We are at the beginning of a new era of computing. The interface is no longer a screen. It is the world.
Who is this module for?
You already know how to:
- build interactive digital experiences
- work with 3D tools and game engines
- think about users and design
This module asks you to apply all of that in three-dimensional space.
What we will cover
- XR hardware and systems
- Perception and presence
- Interaction design
- Environment and content design
- AR systems
- Spatial computing
- Evaluation and critique
How the module runs
Each week:
- 1 hour lecture
- 2 hour lab
- 2 hour practical
Assessment
| 1 |
Continuous Lab Work |
30% |
Ongoing |
| 2 |
XR Case Study |
30% |
Week 6 |
| 3 |
Individual Project |
40% |
Week 12 |
Technologies we use
- Unity and XR Interaction Toolkit
- Lens Studio
- Meta Quest 2 and Quest 3
- HTC Vive Pro
- Pico Neo Eye
- HoloLens 2
- Snap Spectacles 2022
- Display Glasses
What is XR?
XR stands for Extended Reality.
It is an umbrella term covering:
- Virtual Reality (VR)
- Augmented Reality (AR)
- Mixed Reality (MR)
- Spatial Computing
Virtual Reality
The user is placed inside a fully synthetic environment.
- no view of the real world
- complete sensory substitution (visual, audio, haptic)
- examples: Meta Quest, HTC Vive Pro
Augmented Reality
Digital content is overlaid on the real world.
- the real world remains visible
- digital objects appear to exist in physical space
- examples: HoloLens 2, Snap Spectacles, Pokémon GO
Mixed Reality
A spectrum between fully real and fully virtual.
- digital and physical objects coexist and interact
- examples: HoloLens 2, Meta Quest 3 with passthrough
Spatial Computing
A broader paradigm shift in how we interact with computers.
- computing moves into the environment
- interfaces are no longer confined to screens
- examples: Apple Vision Pro, HoloLens 2
The Reality-Virtuality Continuum
Milgram and Kishino (1994) described a spectrum:
| Fully real |
Mostly real |
Mostly virtual |
Fully virtual |
Most modern XR devices sit somewhere in the middle.
Why does this matter now?
- hardware has become affordable and accessible
- processing power has reached mobile XR
- spatial computing is entering mainstream use
- industry demand for XR skills is growing rapidly
Key industry moments
- 2012: Oculus Rift Kickstarter
- 2016: Consumer VR launches (Rift, Vive, PSVR)
- 2019: Quest 1 — standalone VR
- 2021: Meta rebrands around the metaverse
- 2023: Apple Vision Pro announced
- 2024: Spatial computing enters enterprise and consumer markets
Hardware in this module
| Quest 2 |
VR |
Primary student HMD |
| Quest 3 |
VR/MR |
Mixed reality and passthrough |
| Vive Pro |
VR |
High-fidelity comparison |
| Pico Neo Eye |
VR |
Eye tracking |
| HoloLens 2 |
MR |
Spatial computing |
| Snap Spectacles |
AR |
Lightweight AR |
| Display Glasses |
Passive display |
Comparison |
6DOF vs 3DOF
3DOF: tracks rotation only (pitch, yaw, roll)
6DOF: tracks rotation AND position (x, y, z)
6DOF allows the user to physically move through space.
All primary devices in this module are 6DOF.
Inside-out vs outside-in tracking
Inside-out: cameras on the headset track the environment
Outside-in: external sensors track the headset
Quest 2 and Quest 3 use inside-out tracking. Vive Pro uses outside-in (base stations).
This week in the lab
- Set up Unity XR project
- Install XR Interaction Toolkit
- Deploy a basic scene to Quest 2
- Test locomotion and object interaction
This week in the practical
Build a minimal XR scene:
- a simple environment
- basic locomotion
- one interactive object
Key questions to carry through the module
- What makes an XR experience feel real?
- What makes an interaction feel natural?
- How do we design for a body in space?
- What are the ethical responsibilities of XR designers?
Further reading
- Jerald, J. (2015) The VR Book. ACM Books.
- LaViola et al. (2017) 3D User Interfaces (2nd ed.)
- Milgram, P. and Kishino, F. (1994) A taxonomy of mixed reality visual displays
Summary
- XR covers VR, AR, MR, and spatial computing
- The reality-virtuality continuum describes the spectrum
- Hardware has matured rapidly
- This module combines theory, critique, and practice
- Assessment is continuous, case study, and project
Next week: XR Hardware and Systems