Industry landscapes
Industry report

Funding and advertised pay are reported in USD; filed accounts retain their stated source currency and basis.

Exchange-rate basis

Indicative conversions use ECB reference rates dated 2026-09-14, applied consistently across all periods. They are not historical exchange rates. Indian rupees may use crore (1 crore = 10 million); other currencies use K, M and B. CSV downloads, source documents and quoted news headlines retain their original currencies.

THE CANADA EDITION 2026

Canada’s
ar, vr and spatial computing industry,
in focus.

The companies, capital and talent shaping ar, vr and spatial computing in Canada. Find the leaders. Understand the segments. See where the activity is.

Snapshot: Funding in USD
Illustrated cover for AR, VR and Spatial Computing Industry Landscape of Canada
CA
COMPANIES · CAPITAL · TALENT

An industry ecosystem,
measured in context.

AR, VR and Spatial Computing illustration
MEET THE COMPANIES

Explore Canada’s ar, vr and spatial computing leaders

24 featured companies from the funding, hiring, revenue and team-size leaderboards.

Expand panel +
AR, VR and Spatial Computing company highlights in Canada, snapshot 2 September 2026
Company
Northbynorth.com$290.75M200
Mappedinmappedin.com$34.9M6 roles95
ThoughtWirethoughtwire.com$31.41M64
Librestreamlibrestream.com$30.89M88
VEERUMveerum.com$23.71M54
Haplyhaply.co$20.82M23
NexTech AR Solutionsnextechar.com$20.29M172
GeoDigitalgeodigital.com$17.93M78
LMI Technologieslmi3d.com9 roles355
Blazesoftblazesoft.ca6 roles62
CadMakerscadmakers.com6 roles
Innovative Automationinnovativeautomation.com6 roles159
Magicplanmagicplan.app4 roles78
OPAL-RTopal-rt.com4 roles288
Texavietexavie.com3 roles
Audiokineticaudiokinetic.com50
Base Twobasetwo.ai20
ConeLabsconelabs.ai
Felix & Paul Studiosfelixandpaul.com77
Forming Technologiesforming.com52
ImagineARimaginear.com
Invoke Studiosinvokestudios.com104
Keep Talking Gamekeeptalkinggame.com
LUCID Vision Labsthinklucid.com
24 featured companies

Locked revenue figures are available in Radar; the eight company financial previews stay the same throughout this page. A dash means the figure is outside these featured lists. Revenue years vary by company; the figures are not a like-for-like revenue comparison. Compare annual accounts ↗

Company discovery

Recorded evidence only

Explore the live startup set in Radar

No company example met every recorded classification, independence and public-profile gate in this snapshot. The live directory may have newer qualifying companies.

Explore classified startups in Radar ↗
THE KEY SIGNALS

AR, VR and Spatial Computing industry KPIs in Canada

A few useful ratios bring the size of this ecosystem into perspective.

2 September 2026
Hiring participation6.5%

32 of 489 tracked companies have open roles.

Funding participation19.4%

95 of 489 tracked companies have a recorded round.

Top 3 funding share48.7%

Share of disclosed capital received by the three largest recorded recipients.

Median disclosed round$1.52M

Midpoint of 126 rounds with a disclosed amount.

Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 48.7% of disclosed capital, while 80.6% of tracked companies have no recorded funding round.

Explore the segments →
CAPITAL & COMPANY FORMATION

How Canada ar, vr and spatial computing has grown

Recorded company formation and disclosed funding across the complete annual series shown.

Expand panel +
2016 — 2025

Disclosed funding by year

Sum of recorded funding rounds · USD

Canada ar, vr and spatial computing
$0$58.87M$117.74M$176.61M$235.48M2016: $142.57M20162017: $23.53M20172018: $206.56M20182019: $28.53M20192020: $52.11M20202021: $32.09M20212022: $38.77M20222023: $39.03M20232024: $25.62M20242025: $3.82M2025
View the numbers
Annual ar, vr and spatial computing funding and company formation in Canada
YearFunding (USD)FoundedRaising
2016$142.57M5011
2017$23.53M459
2018$206.56M4015
2019$28.53M408
2020$52.11M3414
2021$32.09M1810
2022$38.77M2210
2023$39.03M1510
2024$25.62M410
2025$3.82M07
WHERE CAPITAL SITS

Funding concentration

Share of all disclosed company funding.

  • North39.7%
  • Mappedin4.8%
  • ThoughtWire4.3%
  • Other companies51.3%

Funding by stage

155 recorded rounds since 2016

NUMBER OF ROUNDS
Seed & Angel70 45.2%
Series A–B26 16.8%
Series C+ / PE4 2.6%
Grants, debt & other55 35.5%

Recent recorded rounds

Latest recorded rounds · USD
2 rounds

Swipe or scroll horizontally to browse.

Series B04/2026
Mappedin $24.5M

Backed by Edison Partners and Betatron Venture Group.

Largest and notable recorded rounds

Each card is one recorded round
10 cards

Swipe or scroll horizontally to browse.

Series A06/2013
Northbynorth.com$14.5M

Backed by Initialized Capital and Spark Capital and others.

Seed01/2026
Haplyhaply.co$14.05M

Backed by Sound Media Ventures and Amazon Industrial Innovation Fund and others.

Series A09/2024
Base Twobasetwo.ai$13.4M

Backed by AXA Venture Partners and Glasswing Ventures and others.

THE BUSINESS BEHIND THE ACTIVITY

Revenue, profitability & financial strength

Expand panel +

Annual accounts availability

The measured Canada identity-to-filing probe did not produce a qualifying designated legal or national-ID join: world_filings_distributed exposes no reviewed Canadian national-ID key; none of the designated Canadian identities carried a CIK.; The measured Canada identity-to-filing probe did not produce a qualifying designated legal or national-ID join: world_filings_distributed exposes no reviewed Canadian national-ID key; none of the designated Canadian identities carried a CIK.

DIGITAL FOOTPRINT

Web traffic, app reach and release cadence

How the Canada companies on this page show up online: the sites people visit, the apps they install, and how often those apps ship.

Busiest websites

7 of the 489 companies on this page carry a measured traffic record (1.4%); these are the largest of those, by monthly visits. The median among them is 112,652 visits.

CompanyMonthly visitsAuthorityMobile
Woozworldwoozworld.com306,845375%
Magicplanmagicplan.app195,6344244.1%
Maplesoftmaplesoft.com159,0284727.2%
Creaformcreaform3d.com112,6524057%
Mappedinmappedin.com77,3163754.9%
Moddiomodd.io64,4793336.6%
Clara.ioclara.io20,0953539%

Visits and authority are third-party web estimates, not company-reported figures.

Most-installed apps

29 of these companies (5.9%) publish at least one Android app — 41 apps in all, carrying 27.8M installs between them.

Installs are lifetime totals to date at the June 2026 store reading — a measure of reach, not of people using an app today.

App reach by segment

The busiest app inside each of this page’s own segments, with the quarterly release trend behind it (2023Q2–2025Q4).

SegmentAppsInstallsLeading appRelease trend
Augmented Reality2513.6Mmagicplan 13.4M
Construction Tech513.4MvSite AR 6.7K
Metaverse38.1MWoozworld - Virtual World 7.7M
Social Platforms28.1MStadium Live - Predict Sports 379.2K
Digital Twin45.8MMaple Calculator: Math Solver 5.8M
Pc & Console Gaming5688.8KLux DLX (world conquest ++) 158.8K
Mobile Gaming2309.6KKeep Talking & Nobody Explodes 150.8K
Virtual Reality8152.1KXplorer XR 481

A company can carry several segment tags, so these rows overlap and should not be added together. Trend lines are zero-based and share one quarter grid, so a flat line is a quiet segment, not a missing one.

Release cadence by quarter

New apps published, beside apps whose most recent update landed in that quarter — the second bar is how much of the shelf is still being maintained.

2022Q4: 12022Q4: 02022Q42023Q2: 12023Q2: 22023Q22023Q3: 12023Q3: 12023Q32024Q1: 12024Q1: 02024Q12024Q2: 22024Q2: 02024Q22024Q3: 12024Q3: 12024Q32024Q4: 32024Q4: 12024Q42025Q1: 12025Q1: 12025Q12025Q2: 42025Q2: 12025Q22025Q4: 32025Q4: 82025Q4

Darker bars are new releases, lighter bars apps updated. 40 of 41 apps carry a release date. The series ends at 2025Q4, the last quarter that closed before the June 2026 reading.

INSIDE THE INDUSTRY

The Canada ar, vr and spatial computing market map

Explore the segments behind the headline numbers.

Expand panel +

Where companies are building

Rank segments by scale, hiring or disclosed funding.

Enterprise tech368
Deep tech306
Consumer digital194
Enterprise software188
Saas90
Industry 4.054
Ar vr in entertainment35
Pc and console game developers33
Healthtech28
Mobile game developers20
Computer aided engineering18
Gaming engines17

Companies can sit in several segments. Counts and funding overlap.

SEGMENT TO EXPLORE

Enterprise tech

The largest measured segment in this report snapshot.

368companies
7.1%have hiring activity

26 companies hiring · $382.14M disclosed funding

Explore in Radar

How companies make money

Common revenue models; a company can use more than one.

Subscription358
Advertising74
E-commerce - product71
Commission on transaction63
Fee-for-service53
E-commerce - service44
Physical commerce39
Sponsorship13
THE COMPANIES IN MOTION

Who is listing, hiring leaders, launching and winning work

Recorded corporate activity linked to companies in this landscape.

Expand panel +
Recent corporate headlines 10 dated reports
Funding roundsmappedin.com ↗

Mappedin has secured $24.5 million in Series B financing to map indoor spaces at scale. The growth equity round, which MappedIn announced this morning, was led by Nashville’s Edison Partners with participation from Hong Kong-based Betatron Venture Group.

Funding roundsimaginear.com ↗

ImagineAR Inc. (CSE: IP) announces that, further to its news releases of November 7, 2025 and November 14, 2025, it has completed its non-brokered private placement (the “Offering“) of units (each a “Unit“). The Offering, which was composed of one tranche that closed on November 14, 2025, consisted of the sale of 11,667,112 Units at a price of $0.03 per Unit for gross aggregate proceeds of $350,013.37.

Mergers & acquisitionsllamazoo.com ↗

Victoria-based 3D visualization firm LlamaZOO Interactive has been acquired by KPMG Canada, bolstering the consulting giant’s digital twin and spatial business intelligence offerings.

Mergers & acquisitionsadhawkmicrosystems.com ↗

Google is reportedly close to acquiring Waterloo, Ont.-based AdHawk Microsystems.

Funding roundsmetavista3d.com ↗

Metavista3D Inc. (TSXV: DDD) (FSE: E3T) (“Metavista3D” or the “Company“) is pleased to announce that it has closed its previously announced non-brokered private placement for a total of 1,436,781 common shares (the “Common Shares“) at a price of C$1.74 per Common Share for gross proceeds of C$2,500,000 (the “Offering”).

Funding roundsbasetwo.ai ↗

Toronto-based Basetwo has closed a $11.5 million USD ($16.5 million CAD) Series A round for its artificial intelligence (AI)-powered copilot for manufacturing engineers.

Funding roundssquidostudio.com ↗

Miller Thomson advised the shareholders of Triptyq Capital, a venture capital fund focused on digital entertainment and interactive media technologies, on its Series A financing round with Squido Studio.

Funding roundsthinklucid.com ↗

Sajjan also announced $2 million in support to Lucid Vision Labs, Inc. to increase sales and manufacturing capacity for their machine vision cameras.

Company announcementsconelabs.ai ↗

Kitchener–Waterloo-based ConeLabs, which offers AI-powered building and infrastructure inspections, plans to use Google’s AI and cloud expertise to boost its algorithm that detects structural defects.

New productsptgrey.com ↗

Point Grey, a world leader in advanced digital imaging products, today announced the addition of new VGA and XGA models to its Flea3 GigE Vision digital cameras series.

Full recorded event mix

Top 10 categories among 44 recorded events in the 24-month window.

Funding rounds
14
New products
8
Board Updates
4
Leadership moves
4
Company announcements
4
Mergers & acquisitions
4
Earnings
2
Job creation
2
Incorporation
1
Regulatory
1

Regulatory events

1 recorded events

ImagineAR ↗

Canadian Securities Exchange

Mergers and acquisitions

Company-linked deal reports; status is preserved as recorded.

Acquirer → targetStatusDateValue / context
kpmg canadaLlamaZOO ↗Completed2025-05-20$1.4M
googleAdHawk Microsystems ↗Rumored2025-03-26Not stated in snapshot
alphabetAdHawk Microsystems ↗Rumored2025-03-11$115.0M
MetaVista3DpsHolixCompleted2024-10-23Not stated in snapshot
MetaVista3D1448125 B.C. Ltd.Completed2024-07-29Not stated in snapshot
MetaVista3DfincoCompleted2024-07-29Not stated in snapshot

A discussion or rumour is not a completed transaction. An unstated value is not zero.

PEOPLE & OPPORTUNITY

The talent market

217 postings in the preceding 12 months. The full 392-posting snapshot covers 34 employers.

Expand panel +

Most advertised job titles

Software Developer27
Manufacturing Technologist19
Accounts Payable Clerk17
Product Designer10
Junior Qa Developer8
Sports Content Creator7
0 internship postings

2 tracked postings mention remote work.

The seniority mix

117 postings specify a level.

unspecified
275
manager
50
senior
33
lead
18
entry
11
intern
5
THE PEOPLE BUILDING THE FIELD

Founders and leaders

303 founders and chief executives across 240 companies.

Expand panel +
12 profiles

Swipe or scroll horizontally to browse.

Education networks

40 profiles with education records.

University of Waterloo
17
University of Toronto
13
Queen's University
4
Harvard University
2
McMaster University
2
Harvard Business School
1
Massachusetts Institute of Technology
1
INSEAD
1

Prior employers

5 profiles with prior-work records.

Microsoft
2
Apple
1
Cisco
1
eBay
1

Profiles cover recorded founders and leaders; contact details remain in Radar.

NEWS INTELLIGENCE

How this industry appears in the news

1,336,927 articles in the measured 12-month window.

Expand panel +
1,336,927articles in the measured year
174,146articles in 2026Q1
16.7%positive tone in the latest complete year

News volume trends

AR, VR and Spatial Computing coverage across Canada · articles per complete quarter

0251,882503,763755,6451,007,5262021Q2: 359,9282021Q22021Q3: 371,8242021Q4: 371,8402022Q1: 389,3092022Q2: 384,8252022Q22022Q3: 403,7022022Q4: 452,7132023Q1: 466,3342023Q2: 455,9832023Q22023Q3: 414,9582023Q4: 361,4172024Q1: 363,1752024Q2: 353,0812024Q22024Q3: 326,6512024Q4: 339,3492025Q1: 526,8752025Q2: 326,8812025Q22025Q3: 876,1102025Q4: 127,1742026Q1: 174,1462026Q1
View quarterly article counts
QuarterArticles
2021Q2359,928
2021Q3371,824
2021Q4371,840
2022Q1389,309
2022Q2384,825
2022Q3403,702
2022Q4452,713
2023Q1466,334
2023Q2455,983
2023Q3414,958
2023Q4361,417
2024Q1363,175
2024Q2353,081
2024Q3326,651
2024Q4339,349
2025Q1526,875
2025Q2326,881
2025Q3876,110
2025Q4127,174
2026Q1174,146

Article volume measures coverage, not market sales.

Tone of coverage over time

2021
182,335 positive · 903,127 neutral · 92,118 negative
2022
248,184 positive · 1,247,435 neutral · 134,121 negative
2023
286,102 positive · 1,275,264 neutral · 136,389 negative
2024
300,471 positive · 933,294 neutral · 147,575 negative
2025
309,528 positive · 1,342,127 neutral · 204,442 negative

Leading coverage topics

AR, VR and Spatial Computing coverage across Canada · ranked by full-period article count.

Administrative And Political Subdivisions4,150,448 articles in the full recorded period
899,080 recent · 769,874 prior
Geographic Naming Conventions And Etymology80,829 articles in the full recorded period
44,908 recent · 8,623 prior
International Sports Competitions38,969 articles in the full recorded period
9,850 recent · 9,676 prior
Trade Policies And Agreements34,266 articles in the full recorded period
10,463 recent · 20,106 prior
International Political Relations28,845 articles in the full recorded period
9,170 recent · 7,810 prior
Olympic Games Coverage22,739 articles in the full recorded period
5,666 recent · 5,829 prior
Sports Broadcast Rights Updates16,784 articles in the full recorded period
2,058 recent · 3,243 prior
Security And Defense Policies16,682 articles in the full recorded period
4,733 recent · 4,227 prior
Hockey Fan Culture And Traditions15,938 articles in the full recorded period
1,101 recent · 3,149 prior
Sports Governance And Policy Changes15,819 articles in the full recorded period
2,897 recent · 3,086 prior

Recent and prior counts use the source comparison windows.

Topics gaining and losing attention

AR, VR and Spatial Computing coverage across Canada

KeywordRecentPriorChange
multilateral diplomacy1,06672347%
angel investors1,033385168%
ice sports872227284%
international cups81457043%
wto rulings75639392%
investment deal75043772%
national security strategy62238661%
share price62243144%
public offering59141044%
international cooperation57138748%
tariff negotiations6,29315,285-59%
free trade deals3,1296,379-51%
trade dispute mechanisms2,9284,664-37%
bilateral trade1,9173,505-45%
preferential tariff1,2843,313-61%

Event and signal lenses

AR, VR and Spatial Computing coverage across Canada

All complete annual cohorts shown
Rising

Regulatory Risk

523,181 classified articles

tariff negotiations, free trade deals, trade dispute mechanisms

37.1% critical · 34.9% positive
Rising

Funding Momentum

141,751 classified articles

angel investors, investment deal, trade deficits fx

28.6% critical · 42.5% positive
Rising

Growth

212,913 classified articles

earnings report, league expansion news, quarterly results

26.9% critical · 46.7% positive

AR, VR and Spatial Computing coverage across Canada. Topic labels describe recorded classifications and can include broad context.

RESEARCH SIGNALS

What AR, VR and Spatial Computing research is working on

53,448 papers in the recorded worldwide scope.

Expand panel +
53,448papers
53,448worldwide comparison pool
India-affiliated papers

Research orientation

Promising
25,271
Breakthrough
11,005
Descriptive
6,664
Problem-identifying
5,109
Cautionary
2,903
Comparative
1,971
Critical
525

Contribution mix

Empirical
22,167
Methods-led
20,314
Reviews
7,429
Position pieces
2,541
Theoretical
997

Tone counts: 51,552 positive · 928 neutral · 968 negative.

Common problems researchers identify
5,634 papers · 10.5% of this field
  • Virtual reality2,627 papers
  • Metaverse1,259 papers
  • Augmented reality966 papers
  • Human–computer interaction931 papers
  • Perception281 papers
  • Virtual world233 papers
  • Mixed reality181 papers
  • Training150 papers

Landmark: A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

Cautions
2,903 papers · 5.4% of this field
  • Virtual reality1,656 papers
  • Augmented reality544 papers
  • Human–computer interaction424 papers
  • Metaverse271 papers
  • Perception268 papers
  • Cognition156 papers
  • Usability125 papers
  • Psychological intervention107 papers

Landmark: Educational applications of metaverse: possibilities and limitations

Opportunities
36,276 papers · 67.9% of this field
  • Virtual reality17,233 papers
  • Augmented reality8,773 papers
  • Human–computer interaction6,122 papers
  • Metaverse2,606 papers
  • Visualization2,084 papers
  • Perception1,613 papers
  • Usability1,434 papers
  • Cognition1,280 papers

Landmark: KinectFusion: Real-time dense surface mapping and tracking

Leading institutions

University College London
16,916
Stanford University
15,573
Institució Catalana de Recerca i Estudis Avançats
14,797
Universitat de Barcelona
14,680
Microsoft
14,356
Imperial College London
14,043

Leading researchers

Mel Slater
12,924
Mark Billinghurst
7,357
Otmar Hilliges
6,991
Shahram Izadi
6,604
Jeremy N. Bailenson
6,412
Richard A. Newcombe
6,232
David Molyneaux
5,999
Giuseppe Riva
5,615

Highly cited breakthrough-labelled papers

  • KinectFusion: Real-time dense surface mapping and tracking3,902 citations
  • KinectFusion2,097 citations
  • DTAM: Dense tracking and mapping in real-time2,030 citations
  • Metaverse1,782 citations
  • Coming of age in Second Life: an anthropologist explores the virtually human1,428 citations

Common problems researchers identify

5,088 papers · 7 recurring themes
7 cards

Swipe or scroll horizontally to browse.

Metaverse Conceptual ChallengesCommon problems researchers identify · 01

Metaverse Conceptual Challenges

1,218 papers

23.9% of this theme group

Researchers discuss social, educational, and interaction issues surrounding the emerging metaverse.

Metaverse (1,161) · Possible world (120) · Social worlds (91) · Human–computer interaction (344)

The Metaverse: Challenges and Opportunities for AI to Shape the Virtual Future

Embracing Metaverse Education: Transforming the Landscape of Learning

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1
VR Perception and AcceptanceCommon problems researchers identify · 02

VR Perception and Acceptance

862 papers

16.9% of this theme group

Studies examine how users perceive virtual environments and factors influencing technology adoption.

Virtual reality (692) · Perception (96) · Virtual world (80) · Immersion (43)

Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance

Visual Perceptual Confidence: Exploring Discrepancies Between Self-reported and Actual Distance Perception In Virtual Reality

View research history
YearShare index
20222182.2
20232170.4
20242164.4
20252317.6
AR/MR Interaction LimitsCommon problems researchers identify · 03

AR/MR Interaction Limits

782 papers

15.4% of this theme group

Works highlight constraints in context‑aware augmented and mixed reality experiences.

Augmented reality (712) · Mixed reality (90) · Human–computer interaction (201) · Virtual reality (194)

Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality

AUGMENTED REALITY REVOLUTIONIZING LANGUAGE SERVICES: AN IN-DEPTH EXPLORATION

View research history
YearShare index
2022229.2
2023239.8
2024302.9
2025245.9
Digital Media TransformationCommon problems researchers identify · 04

Digital Media Transformation

714 papers

14.0% of this theme group

Analyses explore how immersive technologies reshape narratives and workplace risk assessments.

Emerging technologies (65) · Digital transformation (28) · Narrative (39) · Digital media (24)

Survey of Immersive Analytics

Digital and Virtual Technologies for Work-Related Biomechanical Risk Assessment: A Scoping Review

View research history
YearShare index
2022130.2
2023142.1
2024148.0
2025218.5
VR in Education and TrainingCommon problems researchers identify · 05

VR in Education and Training

521 papers

10.2% of this theme group

Papers address obstacles to using virtual reality for teaching and skill development.

Virtual reality (421) · Training (91) · Virtual learning environment (32) · Medical education (36)

Virtual Reality in The University Classroom: Experiences, Challenges and Opportunities For Teaching in Higher Education

ENSURING ACCESSIBILITY OF TRAINING USING VIRTUAL REALITY TECHNOLOGIES IN THE MANAGEMENT SYSTEM OF EDUCATIONAL ORGANIZATION

View research history
YearShare index
2022446.9
2023429.3
2024342.7
2025171.8
HCI and Graphics BarriersCommon problems researchers identify · 06

HCI and Graphics Barriers

506 papers

9.9% of this theme group

Research identifies usability and rendering challenges in virtual reality interfaces.

Human–computer interaction (474) · Virtual reality (473) · Multimedia (94) · Computer graphics (72)

The Re-Emergence of Virtual Reality

Virtual reality in education: opportunities and challenges

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
VR Rehabilitation ConstraintsCommon problems researchers identify · 07

VR Rehabilitation Constraints

485 papers

9.5% of this theme group

Reviews discuss limitations of virtual reality therapies for physical and cognitive recovery.

Virtual reality (376) · Rehabilitation (77) · Psychological intervention (67) · Physical medicine and rehabilitation (35)

Virtual Reality-Based Interventions to Improve Balance in Patients with Traumatic Brain Injury: A Scoping Review

Patient-centered insights into virtual reality rehabilitation for stroke: a systematic review and qualitative meta-synthesis

View research history
YearShare index
20221336.8
20231323.1
20241365.7
20251316.0

Cautions

2,612 papers · 7 recurring themes
7 cards

Swipe or scroll horizontally to browse.

Perceptual and Avatar RisksCautions · 01

Perceptual and Avatar Risks

502 papers

19.2% of this theme group

Authors caution about how immersion and avatar design can affect perception and behavior.

Virtual reality (419) · Perception (117) · Avatar (42) · Virtual machine (21)

Using virtual reality to augment perception, enhance sensorimotor adaptation, and change our minds

The Mediating Effect of Immersion in Virtual Reality Environments: Relationships among Social Presence, Perceived Enjoyment, and Intention t

View research history
YearShare index
20222266.1
20232244.4
20242219.9
20252373.6
Clinical VR SafetyCautions · 02

Clinical VR Safety

486 papers

18.6% of this theme group

Studies warn of methodological and safety concerns when applying VR in medical settings.

Virtual reality (398) · Rehabilitation (66) · Physical medicine and rehabilitation (62) · Randomized controlled trial (52)

Virtual reality for persistent pain: A new direction for behavioral pain management

Assessing the Use and Acceptability of Virtual Reality to Assist Coping in Children Undergoing Clinical Procedures

View research history
YearShare index
20221067.7
20231035.5
20241138.0
2025993.2
AR Educational EvaluationCautions · 03

AR Educational Evaluation

409 papers

15.7% of this theme group

Researchers call for rigorous assessment of augmented reality tools in learning contexts.

Augmented reality (386) · Human–computer interaction (81) · Mathematics education (23) · Visualization (24)

Perspectives on how to evaluate augmented reality technology tools for education: a systematic review

Augmented reality in engineering education: enhancing learning and application

View research history
YearShare index
2022790.9
2023784.0
2024720.0
2025464.6
VR Curriculum IntegrationCautions · 04

VR Curriculum Integration

363 papers

13.9% of this theme group

Works highlight challenges of aligning immersive technology with existing educational programs.

Virtual reality (308) · Educational technology (36) · Curriculum (32) · Training (38)

Systematic Review: Influences of Fully Immersive Virtual Reality on Students’ Motivation in Learning Science

Unlocking the potential of virtual reality in education: Insights from teachers and recommendations for integration

View research history
YearShare index
2022173.4
2023176.1
2024161.2
2025190.8
Data‑Driven Virtual InteractionsCautions · 05

Data‑Driven Virtual Interactions

312 papers

11.9% of this theme group

Papers examine methodological issues in using big data and robotics within virtual spaces.

Robot (18) · Big data (8) · Cognition (26) · Perception (32)

Syncing online: A methodological investigation into movement synchrony, proxemics, and self-other blurring in virtual spaces

Mixed reality‐based technology to visualize and facilitate treatment planning of impacted teeth: Proof of concept

View research history
YearShare index
20223129.7
20233126.7
20243178.0
20253192.3
Collaboration in Virtual EnvironmentsCautions · 06

Collaboration in Virtual Environments

275 papers

10.5% of this theme group

Analyses discuss obstacles to effective teamwork and multimedia use in VR.

Human–computer interaction (253) · Virtual reality (255) · Multimedia (41) · Computer graphics (37)

Learning in Virtual Reality

Collaboration in Virtual Reality: Survey and Perspectives

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
Metaverse Learning LimitsCautions · 07

Metaverse Learning Limits

265 papers

10.1% of this theme group

Authors explore practical and pedagogical constraints of using the metaverse for education.

Metaverse (256) · Social worlds (18) · Possible world (15) · Human–computer interaction (72)

Educational applications of metaverse: possibilities and limitations

Utilization of the metaverse in the context of interactive learning

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1

Opportunities

32,523 papers · 7 recurring themes
7 cards

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AR for Interactive LearningOpportunities · 01

AR for Interactive Learning

1,222 papers

20.4% of this theme group

Research showcases how augmented reality can enrich mathematics and mixed‑reality education.

Augmented reality (1,163) · Human–computer interaction (332) · Mathematics education (87) · Mixed reality (81)

Exploring Interactive Learning Environments Based on Augmented Reality Technology

Augmented Reality in Education: Enhancing Learning Experiences

View research history
YearShare index
2022756.0
2023748.9
2024698.6
2025407.7
VR Visualization AdvancesOpportunities · 02

VR Visualization Advances

1,054 papers

17.6% of this theme group

Papers present new techniques for perception, rendering, and narrative immersion in virtual reality.

Virtual reality (798) · Visualization (135) · Perception (103) · Rendering (73)

Modeling the Impact of Head-Body Rotations on Audio-Visual Spatial Perception for Virtual Reality Applications

Optimizing Scene Transitions for Sustained Narrative Immersion in Virtual Reality Films

View research history
YearShare index
20222228.3
20232215.5
20242201.1
20252371.9
Wearable Haptic InterfacesOpportunities · 03

Wearable Haptic Interfaces

972 papers

16.2% of this theme group

Works explore tactile sensors and rendering pipelines for immersive mixed‑reality interaction.

Rendering (61) · Wearable computer (49) · Wired glove (24) · Workflow (47)

Neuromorphic\nComputing-Assisted Triboelectric Capacitive-Coupled\nTactile Sensor Array for Wireless Mixed Reality Interaction

Tactile Sensing and\nRendering Patch with Dynamic and\nStatic Sensing and Haptic Feedback for Immersive Communication

View research history
YearShare index
202245.6
202349.0
202441.0
202551.4
VR Mental‑Health ApplicationsOpportunities · 04

VR Mental‑Health Applications

820 papers

13.7% of this theme group

Studies investigate virtual reality as a tool for assessing and treating anxiety and related disorders.

Virtual reality (696) · Rehabilitation (126) · Physical medicine and rehabilitation (77) · Anxiety (84)

Virtual reality in the assessment, understanding, and treatment of mental health disorders

A Case Study Utilizing Virtual Reality to Reduce Behavioral Symptoms and Brainwave Activity Related to Anxiety

View research history
YearShare index
20221089.7
20231055.6
20241128.0
2025983.1
VR Training SimulationsOpportunities · 05

VR Training Simulations

738 papers

12.3% of this theme group

Research highlights immersive simulations that improve engagement and learning outcomes.

Virtual reality (574) · Training (112) · Instructional simulation (37) · Curriculum (47)

Virtual Reality Simulation

Immersive Learning Environment: Investigating Student Engagement, Retention and Learning Outcomes in Using Virtual Reality (VR) and Augement

View research history
YearShare index
2022147.2
2023150.2
2024126.9
2025143.0
HCI‑Driven VR ExperiencesOpportunities · 06

HCI‑Driven VR Experiences

701 papers

11.7% of this theme group

Papers examine how presence, movement, and performance interact in virtual tasks.

Human–computer interaction (614) · Virtual reality (621) · Computer graphics (110) · Multimedia (107)

A UTILIZAÇÃO DE REALIDADE VIRTUAL E AUMENTADA PARA APRENDER

The Complex Interaction Between the Sense of Presence, Movement Features, and Performance in a Virtual Reality Spatial Task: A Preliminary S

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
Metaverse for Professional UseOpportunities · 07

Metaverse for Professional Use

493 papers

8.2% of this theme group

Works describe adaptable virtual platforms for medical education, branding, and social interaction.

Metaverse (446) · Human–computer interaction (158) · Possible world (17) · Social worlds (18)

The Metaverse: An efficient and adaptable virtual reality platform for medical education and treatment

Building Brand Experiences in the Metaverse

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1

How this field compares with the research baseline

Orientation shares compared with 25,000 papers in the reference sample.

Research orientationThis fieldReference sample
Promising47.3%37.2%
Breakthrough20.6%25.9%
Descriptive12.5%17.5%
Problem-identifying9.6%9.8%
Cautionary5.4%4.4%
Comparative3.7%4.1%
Critical1.0%1.0%

Concerns receiving less research attention

Counts and shares refer to the stated research pool. A low count describes how much of that research is recorded here, not the absence of a real-world concern.

Concern / example paperPapersShareRaised as a problemWorldwide share
Privacy & surveillanceA Survey on Metaverse: Fundamentals, Security, and Privacy5331.12%250 (46.9%)1.12%
Safety & misuseAugmented non-hallucinating large language models as medical information curators460.1%18 (39.1%)0.1%
Bias & fairnessNavigating Gender Biases in XR: Towards Equitable Technological Future230.05%4 (17.4%)0.05%
Energy & datacenter footprintEnergy-Efficient Resource Allocation for Mobile Edge Computing-Based Augmented Reality Applications120.03%0 (0.0%)0.03%
Labour & data workThe Future of Work is Blended, Not Hybrid120.03%1 (8.3%)0.03%
Concentration of compute powerLeveraging Influencer Marketing in the Enterprise Metaverse: Redefining Connections and Driving Engagement40.01%2 (50.0%)0.01%
Hardware, e-waste & supply chainVirtual reality and augmented reality as a cutting-edge technology for modelling of nuclear waste repositories30.01%0 (0.0%)0.01%
Carbon & emissions of computeProject LOCOMO AR: Augmented Reality with Carbon Metrics for Sustainable AI Use10.0%0 (0.0%)0.0%
Water use00.0%0 (%)0.0%

Research orientation and citation rankings describe the covered collection. Its recorded publication dates do not support an overall publication-volume trend.

Institution and researcher rankings use citations to their covered work. Research scope: worldwide. This may be broader than the company geography.

GEOGRAPHIC FOOTPRINT

Where companies are based

Company counts, hiring and disclosed funding across the recorded hubs.

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8 cards

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UNDERSTAND THE LANDSCAPE

AR, VR and Spatial Computing in Canada: key questions

Clear definitions for making better comparisons.

What does this landscape measure?

It measures the tracked company ecosystem, recorded funding, hiring and other available evidence. It is not a market-size estimate.

Can segment counts be added together?

No. A company can belong to several segments, so segment counts and funding can overlap.

What does a missing figure mean?

A dash or unavailable panel means the current reviewed source snapshot does not support that figure.

Company ecosystem snapshot: 2 September 2026. Funding is recorded in USD; filed accounts retain their stated currency and reporting basis. Each section identifies its own coverage. The news and research behind these sections is explorable in Prism.

Canonical landscape ↗
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