State of XR Analytics 2025
120-program benchmark of analytics maturity in spatial computing.
News, analysis and research on spatial computing, immersive UX, accessibility and enterprise XR — from Vision Pro to Android XR.




Google Research has introduced AgentHands, an LLM-powered XR prototype that gives AI assistants synchronized virtual hands able to point, demonstrate actions and interact with objects in physical space.
Three short reads that explain what spatial computing is, the companies shaping it and the vocabulary you'll see everywhere.
A plain-English explainer — devices, use cases and why it matters.
Read storyThe platforms, headset makers and studios defining the market.
Read storyPresence, passthrough, OpenXR, anchors — the terms, explained.
Read story
Google Research has introduced AgentHands, an LLM-powered XR prototype that gives AI assistants synchronized virtual hands able to point, demonstrate actions and interact with objects in physical space.

XREAL AURA has passed 10,000 global reservations before reaching the market. The spatial computing glasses pair Android XR, Google Gemini, a 70° field of view and a separate compute puck, signalling early demand for lighter XR devices.

Valve added preliminary support for the Steam Frame Wireless Adapter in SteamOS 3.8.25 Beta. Together with the headset's recent FCC authorization and a growing "Great on Frame" catalog, the signals point to a launch drawing closer.

VITURE launched its Pro 2 XR Glasses at $299.99. At 63 grams, with 1080p Sony Micro-OLED panels, 120 Hz and up to 1,600 nits, the device reflects a wider XR trend: bringing spatial displays into lighter, more affordable formats.

NVIDIA has announced the public beta of XR AI, a framework for building AI agents that understand the physical environment in real time through video, audio and spatial data — aimed at smart glasses and XR devices in industry, healthcare and logistics.

Samsung has introduced Intelligent Eyewear, its first line of smart glasses running Android XR with Gemini AI, developed with Google, Qualcomm, Gentle Monster and Warby Parker.
Early in-field data suggests spatial computing sessions cluster into three distinct attention patterns — with concrete implications for immersive UX design.

Why most enterprise XR pilots stall at procurement — and what mature spatial computing programs do differently when they scale.

Google Research has introduced AgentHands, an LLM-powered XR prototype that gives AI assistants synchronized virtual hands able to point, demonstrate actions and interact with objects in physical space.
120-program benchmark of analytics maturity in spatial computing.
A 32-point rubric applied to leading immersive products.
Field study across manufacturing, healthcare and retail deployments.
Multi-site research on attention patterns in spatial computing.

A foundational primer on the events, metrics and frameworks behind measuring spatial computing experiences — from sessions to gaze and presence.

Presence is the most cited — and least defined — metric in spatial computing. Here's how product teams operationalize it across Vision Pro and Quest.
Spatial heatmaps require a different mental model than web heatmaps. We break down gaze, dwell and locomotion overlays for spatial computing.

Captioning, input remapping, motion comfort and cognitive load — a working accessibility checklist for spatial computing product teams.