What Spatial Computing Actually Is: Defining the Boundary Between Screen Computing and Computing in Space

This paper argues that the real divide in computing history sits between screen computing, which presents information on a flat rectangle the eyes must aim at, and spatial computing, which places computing inside the three-dimensional space around a person's body, not between virtual reality, augmented reality, and mixed reality. Computing moved from punch cards to text terminals to graphical interfaces to touchscreens, and this paper reads that whole sequence as removing one layer of translation between a person's intention and a machine's response at each step, rather than adding a new device category. Spatial computing is presented as the next step in that same sequence. The paper states one definition: spatial computing is digital computing in space, where things possible and impossible, in both the digital and physical world, can be done. It introduces the term spatial world for the place this computing produces once it works, kept distinct from the computing itself. One section separates engineering quality from category, arguing that tracking, room mapping, occlusion, and anchoring describe how well a device works, not what kind of device it is, so excelling at all four never proves a device is doing spatial computing and failing at all four never proves it isn't. The paper closes by applying this definition to how shoppers, journalists, and regulators currently sort headsets and glasses, treating questions about how synthetic or how real a display looks as choices made after the category question, not separate technologies each needing its own evaluation. It is the first paper in a five-part series on spatial computing.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-08-26
DOI
https://doi.org/10.5281/zenodo.22113168
Primary Topic
Architecture and Computational Design
Type
article
Field-Weighted Citation Impact
0.00
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article

What Spatial Computing Actually Is: Defining the Boundary Between Screen Computing and Computing in Space

Abdul-Rahman Adebola Ibrahim
Zenodo (CERN European Organization for Nuclear Research)
Architecture and Computational Design
article

What Spatial Computing Actually Is: Defining the Boundary Between Screen Computing and Computing in Space

Abdul-Rahman Adebola Ibrahim
article en

Abstract

This paper argues that the real divide in computing history sits between screen computing, which presents information on a flat rectangle the eyes must aim at, and spatial computing, which places computing inside the three-dimensional space around a person's body, not between virtual reality, augmented reality, and mixed reality. Computing moved from punch cards to text terminals to graphical interfaces to touchscreens, and this paper reads that whole sequence as removing one layer of translation between a person's intention and a machine's response at each step, rather than adding a new device category. Spatial computing is presented as the next step in that same sequence. The paper states one definition: spatial computing is digital computing in space, where things possible and impossible, in both the digital and physical world, can be done. It introduces the term spatial world for the place this computing produces once it works, kept distinct from the computing itself. One section separates engineering quality from category, arguing that tracking, room mapping, occlusion, and anchoring describe how well a device works, not what kind of device it is, so excelling at all four never proves a device is doing spatial computing and failing at all four never proves it isn't. The paper closes by applying this definition to how shoppers, journalists, and regulators currently sort headsets and glasses, treating questions about how synthetic or how real a display looks as choices made after the category question, not separate technologies each needing its own evaluation. It is the first paper in a five-part series on spatial computing.

Zenodo (CERN European Organization for Nuclear Research)
Openalex Percentile: Top 3%
Architecture and Computational Design
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