Glossary

Spatial computing glossary

A working glossary of the terms you'll see across spatial computing, XR analytics and immersive UX coverage on SpatialXRJournal.

Anchor
A fixed reference point in physical space that a device can find again across sessions. Used to keep virtual content stable in the real world.
Field of view (FOV)
The angular extent of the visible world a headset displays. Larger FOV generally feels more immersive but costs resolution and battery.
Foveated rendering
Rendering the area you're looking at in high detail while reducing detail elsewhere, using eye-tracking. A core efficiency technique on Vision Pro and Quest Pro.
Hand tracking
Detecting finger positions and gestures without a controller. Vision Pro and Quest both ship strong hand tracking as a primary input.
Heatmap (spatial)
A visualization of where users looked, dwelled or moved inside a 3D scene. Different mental model from web heatmaps — see our guide.
Immersive UX
The design discipline focused on interfaces that exist in three-dimensional space rather than on flat screens.
OpenXR
An open, royalty-free standard from the Khronos Group for spatial computing runtimes. Lets the same app target Quest, Vision Pro, Android XR and more.
Passthrough
Showing the real world inside a headset using outward-facing cameras. Enables mixed-reality experiences.
Presence
The feeling of being inside a virtual or mixed-reality environment. The most cited — and least standardized — metric in XR.
Scene understanding
The device's model of the surrounding space: floors, walls, furniture. Required for stable anchoring and realistic occlusion.
Six degrees of freedom (6DoF)
Tracking that captures both rotation and position. The baseline expectation for modern spatial computing headsets.
Telemetry
The structured event stream a device or app emits about sessions, inputs and behavior. The foundation of XR analytics.