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 ↗
Germany’s
ar, vr and spatial computing industry,
in focus.
The companies, capital and talent shaping ar, vr and spatial computing in Germany. Find the leaders. Understand the segments. See where the activity is.

An industry ecosystem,
measured in context.
MEET THE COMPANIESExplore Germany’s ar, vr and spatial computing leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
Expand panel +
Explore Germany’s ar, vr and spatial computing leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
Company discovery
Recorded evidence onlyExplore 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 ↗AR, VR and Spatial Computing industry KPIs in Germany
A few useful ratios bring the size of this ecosystem into perspective.
42 of 696 tracked companies have open roles.
131 of 696 tracked companies have a recorded round.
Share of disclosed capital received by the three largest recorded recipients.
Midpoint of 162 rounds with a disclosed amount.
Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 33.1% of disclosed capital, while 81.2% of tracked companies have no recorded funding round.
Explore the segments →CAPITAL & COMPANY FORMATIONHow Germany ar, vr and spatial computing has grown
Recorded company formation and disclosed funding across the complete annual series shown.
Expand panel +
How Germany ar, vr and spatial computing has grown
Recorded company formation and disclosed funding across the complete annual series shown.
Disclosed funding by year
Sum of recorded funding rounds · USD
View the numbers
| Year | Funding (USD) | Founded | Raising |
|---|---|---|---|
| 2016 | $14.35M | 47 | 10 |
| 2017 | $15.05M | 63 | 13 |
| 2018 | $56.1M | 80 | 14 |
| 2019 | $14.96M | 57 | 14 |
| 2020 | $78.27M | 48 | 17 |
| 2021 | $225.58M | 43 | 15 |
| 2022 | $129.71M | 23 | 24 |
| 2023 | $98.16M | 16 | 25 |
| 2024 | $38.07M | 15 | 8 |
| 2025 | $13.57M | 4 | 3 |
Funding concentration
Share of all disclosed company funding.
- Twaice13.1%
- NavVis12.5%
- SimScale7.5%
- Other companies66.9%
Funding by stage
228 recorded rounds since 2016
Investors appearing most often
Recorded participation in ar, vr and spatial computing company rounds since 2016.
- 01Europa 57 rounds
- 02HTGF 16 rounds
- 03UVC Partners 13 rounds
- 04TechFounders 10 rounds
- 05Bayern Kapital 9 rounds
- 06Cherry Ventures 8 rounds
- 07Earlybird 7 rounds
- 08EIC Fund 7 rounds
- 09FLUXUNIT 5 rounds
- 010BayBG Venture Capital 4 rounds
Recent recorded rounds
Latest recorded rounds · USDLargest and notable recorded rounds
Each card is one recorded roundBacked by Skillz.
Participating investors were not recorded in this snapshot.
Backed by Revaia and Capgemini and others.
Backed by Kozo Keikaku Engineering and Target Partners and others.
Backed by Coatue and Lip-Bu Tan.
Backed by Insight Partners and Earlybird and others.
Backed by Insight Partners and Earlybird and others.
Backed by Cipio Partners and BayBG and others.
Backed by Creandum and Cherry Ventures and others.
Backed by Sharpsde and VSquared Ventures and others.
THE BUSINESS BEHIND THE ACTIVITYRevenue, profitability & financial strength
Expand panel +
Revenue, profitability & financial strength
Annual accounts availability
The measured Germany identity-to-filing probe did not produce a qualifying designated legal or national-ID join: designated German registry identities do not carry the LEI or ISIN used by bundesanzeiger facts; legal-name matching is prohibited.; The measured Germany identity-to-filing probe did not produce a qualifying designated legal or national-ID join: designated German registry identities do not carry the LEI or ISIN used by bundesanzeiger facts; legal-name matching is prohibited.
Web traffic, app reach and release cadence
How the Germany 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 696 companies on this page carry a measured traffic record (1%); these are the largest of those, by monthly visits. The median among them is 197,564 visits.
| Company | Monthly visits | Authority | Mobile |
|---|---|---|---|
| Egosoftegosoft.com | 292,869 | 38 | 51.1% |
| SimScalesimscale.com | 256,980 | 47 | 17% |
| Delightexdelightex.com | 200,719 | 46 | 11.6% |
| Enscapeenscape3d.com | 197,564 | 34 | 14.3% |
| Photon Enginephotonengine.com | 164,871 | 42 | 14.7% |
| NavVisnavvis.com | 118,886 | 34 | 8% |
| SFMLsfml-dev.org | 61,578 | 38 | 12.4% |
Visits and authority are third-party web estimates, not company-reported figures.
Most-installed apps
53 of these companies (7.6%) publish at least one Android app — 106 apps in all, carrying 247.4M installs between them.
| App | Installs | Rating | Store category |
|---|---|---|---|
| Modern Ops: Gun Shooting GamesEdkon Games | 118.9M | 4.7 | Action |
| World War 2-FPS Shooting GamesEdkon Games | 69.9M | 4.4 | Action |
| Fire Strike - Gun Shooter FPSEdkon Games | 26.3M | 4.4 | Action |
| Prisma3D - Animation, ModelingPrisma3D | 13.1M | 3.3 | Tools |
| Tactical OPS-FPS Shooting GameEdkon Games | 9.9M | 4.4 | Action |
| ImageMeter - photo measureImageMeter | 5.1M | 3.2 | Productivity |
| Delightex EduDelightex | 883.8K | 3.6 | Education |
| Leica DISTO™ PlanLeica-Geosystems | 602.1K | 3.9 | Tools |
| Contra Guns: PvP Shooting FPSEdkon Games | 500.3K | 4.4 | Action |
| Prisma3D LegacyPrisma3D | 337.2K | 3.6 | Art & Design |
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 (2023Q2–2026Q1).
| Segment | Apps | Installs | Leading app | Release trend |
|---|---|---|---|---|
| Mobile Gaming | 16 | 226.2M | Modern Ops: Gun Shooting Games 118.9M | |
| 3D Animation | 3 | 13.5M | Prisma3D - Animation, Modeling 13.1M | |
| Augmented Reality | 47 | 5.7M | ImageMeter - photo measure 5.1M | |
| Construction Tech | 12 | 5.3M | MyBathroom 67.2K | |
| Virtual Reality | 45 | 1.8M | Delightex Edu 883.8K | |
| 3D Scanning | 15 | 666.7K | Leica DISTO™ Plan 602.1K | |
| Mining Tech | 9 | 662.4K | Leica Cyclone FIELD 360 39.1K | |
| Geographic Information Systems | 3 | 334.4K | CashPool – Geldautomaten 330.8K |
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.
Darker bars are new releases, lighter bars apps updated. 94 of 106 apps carry a release date. The series ends at 2026Q1, the last quarter that closed before the June 2026 reading.
INSIDE THE INDUSTRYThe Germany ar, vr and spatial computing market map
Explore the segments behind the headline numbers.
Expand panel +
The Germany ar, vr and spatial computing market map
Explore the segments behind the headline numbers.
Where companies are building
Rank segments by scale, hiring or disclosed funding.
Companies can sit in several segments. Counts and funding overlap.
Enterprise tech
The largest measured segment in this report snapshot.
38 companies hiring · $758.89M disclosed funding
Explore in RadarHow companies make money
Common revenue models; a company can use more than one.
THE COMPANIES IN MOTIONWho is listing, hiring leaders, launching and winning work
Recorded corporate activity linked to companies in this landscape.
Expand panel +
Who is listing, hiring leaders, launching and winning work
Recorded corporate activity linked to companies in this landscape.
Recent corporate headlines 10 dated reports
Conxai, a Munich, Germany-based provider of a construction tech platform, raised $5.8m in Series A funding.
Synera has raised €35 million ($40 million) in a Series B round led by Revaia.
Luminar is MicroVision’s second recent acquisition. It finalized its purchase of Germany-based Scantinel Photonics in January after announcing a deal to acquire the company in November.
Munich-headquartered TWAICE obtained €24 million in EIB financing to expand predictive battery analytics for energy storage systems.
Senstar Technologies acquired Blickfeld for USD 12 million to integrate advanced 3D LiDAR sensors and edge-AI software into its perimeter security systems.
Basler AG, a leading provider of image processing components for computer vision solutions, signed an agreement on October 13, 2025 to acquire a 76 % stake in its Indian distribution partner Alpha TechSys Automation, with whom the company has been working successfully for many years.
The Karlsruhe Deeptech startup Gixel recently announced that Flix founders Daniel Krauss, André Schwämmlein and Jochen Engert have invested as a business angel.
Deeptech startup RIIICO has completed a $5 million seed financing round to further expand its AI-based software for digital planning and redesigning existing factories (brownfields).
Hexagon acquired German software provider AMendate to enhance its Smart Factory solutions.
Kering Eyewear states that it has signed an agreement with two Italian eyeglass manufacturers, Visard and Mistral. This agreement provides for the acquisition by Kering Eyewear of 100% of Visard's share capital, as well as a minority stake in Mistral, with the possibility of finalising the total acquisition in 2030, without giving details.
Full recorded event mix
Top 10 categories among 80 recorded events in the 24-month window.
Leadership moves
7 tracked people moves
Product launches
Products, platforms and features in the recorded window
Production service
Contract wins
1 recorded customer wins
Customer: senstar technologies
Earnings pulse
Reported company results in the recorded window.
Median across 15 reported growth observations; companies may contribute multiple periods.
Mergers and acquisitions
Company-linked deal reports; status is preserved as recorded.
| Acquirer → target | Status | Date | Value / context |
|---|---|---|---|
| microvision→SCANTINEL PHOTONICS ↗ | Completed | 2026-02-24 | Not stated in snapshot |
| senstar technologies→Blickfeld ↗ | Completed | 2025-12-11 | $12.0M |
| Basler→alpha techsys automation | Announced | 2025-10-13 | Not stated in snapshot |
| hexagon→AMendate ↗ | Completed | 2025-04-08 | Not stated in snapshot |
| Basler→roboception gmbh | Announced | 2025-04-04 | Not stated in snapshot |
| kering eyewear→VISARD ↗ | Announced | 2025-04-03 | Not stated in snapshot |
A discussion or rumour is not a completed transaction. An unstated value is not zero.
PEOPLE & OPPORTUNITYThe talent market
1,258 postings in the preceding 12 months. The full 2,999-posting snapshot covers 38 employers.
Expand panel +
The talent market
1,258 postings in the preceding 12 months. The full 2,999-posting snapshot covers 38 employers.
Most advertised job titles
8 tracked postings mention remote work.
The seniority mix
163 postings specify a level.
Skills employers mention
Top skills across 2,999 tracked postings in the available jobs snapshot.
Companies hiring
| Company | Open roles |
|---|---|
| Kulzer ↗ | 9 |
| Leica-Geosystems ↗ | 8 |
| ONIQ ↗ | 7 |
| HOLOGATE ↗ | 6 |
| RIIICO ↗ | 6 |
| Crytek ↗ | 6 |
| 8tree ↗ | 5 |
| IANUS Simulation ↗ | 5 |
Large employers
| Company | Employees |
|---|---|
| dSPACE ↗ | 1,559 |
| WENZEL Group ↗ | 500 |
| SCANLAB ↗ | 380 |
| Crytek ↗ | 284 |
| NavVis ↗ | 188 |
| N + P Informationssysteme ↗ | 173 |
| InnoSenT ↗ | 170 |
| TimeRide ↗ | 85 |
THE PEOPLE BUILDING THE FIELDFounders and leaders
535 founders and chief executives across 372 companies.
Expand panel +
Founders and leaders
535 founders and chief executives across 372 companies.
Stephan Rohr
Twaice ↗Ex-Strategy Engineers. Technical University of Munich BSc 2011, PhD 2018
Felix Reinshagen
NavVis ↗Cybus, ex-Air Up, ex-Mckinsey, UniversitÃĪt St. Gallen-Hochschule fÞr Wirtschafts-, Rechts- und Sozialwissenschaften
Moritz Maier
Synera ↗Ex-umlaut, RECYLEX, IMARE, Co-Founder Luminosity Webdesign, HARTMANN GROUP. University of Bremen 2015
Christof Wegmann
Photon Engine ↗ex-Mobilcom, ex-Bertelsmann Broadband Group
Silvan Rath
Twinner ↗Founder Digital Natives Ventures, ex-Founder CultureCoffee.TV, artist8, DNV, ParkTAG, eBay Advertising Group, Cisco…
Ulrich Hofmann
OQmented ↗Oqmented, ex-Fraunhofer Institute For Silicon Technology Isit, ex-Fraunhofer Isit, Philipps-Universität Marburg, 1994
Hans Elstner
rooom ↗e-Networkers, CEO AppWorkers. University of Applied Sciences Jena BE 2007
Andy Zott
SCANTINEL PHOTONICS ↗Ex-ZEISS Advanced Sensor Modules, Carl Zeiss SMT, Nokia. University of Karlsruhe 1996
Marcus Kuehne
Holoride ↗Gixel, ex-Holoride, ex-Audi, Hochschule Magdeburg-Stendal
Xueming Ju
LiangDao ↗OuBaiTuo Information Technology Development, BMW Group.
Juha Paananen
Soba ↗Soba, ex-Magmatic Games, ex-Cherry Ventures, Helsinki School of Economics, 2007
Sirko Pelzl
apoQlar ↗CEO & CTO apoQlar, ex-Philips Healthcare, Audi AG
Education networks
22 profiles with education records.
Prior employers
6 profiles with prior-work records.
Profiles cover recorded founders and leaders; contact details remain in Radar.
NEWS INTELLIGENCEHow this industry appears in the news
438,508 articles in the measured 12-month window.
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How this industry appears in the news
438,508 articles in the measured 12-month window.
News volume trends
AR, VR and Spatial Computing coverage across Germany · articles per complete quarter
View quarterly article counts
| Quarter | Articles |
|---|---|
| 2021Q2 | 73,033 |
| 2021Q3 | 80,606 |
| 2021Q4 | 67,985 |
| 2022Q1 | 87,621 |
| 2022Q2 | 82,145 |
| 2022Q3 | 79,867 |
| 2022Q4 | 97,395 |
| 2023Q1 | 100,385 |
| 2023Q2 | 91,525 |
| 2023Q3 | 102,070 |
| 2023Q4 | 86,989 |
| 2024Q1 | 109,396 |
| 2024Q2 | 121,219 |
| 2024Q3 | 115,651 |
| 2024Q4 | 119,130 |
| 2025Q1 | 168,095 |
| 2025Q2 | 102,240 |
| 2025Q3 | 172,990 |
| 2025Q4 | 85,263 |
| 2026Q1 | 87,742 |
Article volume measures coverage, not market sales.
Tone of coverage over time
Most-covered companies
Company share of voice
122 recorded company events across 20 companies; percentages use that event total.
Leading coverage topics
AR, VR and Spatial Computing coverage across Germany · ranked by full-period article count.
Recent and prior counts use the source comparison windows.
Topics gaining and losing attention
AR, VR and Spatial Computing coverage across Germany
| Keyword | Recent | Prior | Change |
|---|---|---|---|
| countries | 4,193 | 1,858 | 126% |
| multilateral diplomacy | 1,591 | 1,067 | 49% |
| national security strategy | 959 | 619 | 55% |
| study overseas | 648 | 371 | 75% |
| overseas study | 588 | 344 | 71% |
| semester abroad | 528 | 308 | 71% |
| aerial bombardments | 520 | 183 | 184% |
| quarterly financials | 485 | 327 | 48% |
| oil price volatility | 461 | 163 | 183% |
| nuclear proliferation | 430 | 237 | 81% |
| europa league | 434 | 2,217 | -80% |
| olympic team selections | 770 | 1,897 | -59% |
| nationalist composers | 3 | 1,889 | -100% |
| aleatoric music | 9 | 1,468 | -99% |
| quarterfinals | 377 | 1,328 | -72% |
Event and signal lenses
AR, VR and Spatial Computing coverage across Germany
Regulatory Risk
746,040 classified articlesterritories, disputed islands, countries
23.9% critical · 14.6% positiveFunding Momentum
75,544 classified articlesinflation reports fx, currency intervention policies, eur/usd
41.0% critical · 43.3% positiveGrowth
192,050 classified articlesgdp growth rate, gdp acceleration, economic output growth
29.5% critical · 46.3% positiveAR, VR and Spatial Computing coverage across Germany. Topic labels describe recorded classifications and can include broad context.
RESEARCH SIGNALSWhat AR, VR and Spatial Computing research is working on
53,448 papers in the recorded worldwide scope.
Expand panel +
What AR, VR and Spatial Computing research is working on
53,448 papers in the recorded worldwide scope.
Research orientation
Contribution mix
Tone counts: 51,552 positive · 928 neutral · 968 negative.
- 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
- 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
- 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
Leading researchers
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
Common problems researchers identify · 01Metaverse Conceptual Challenges
1,218 papers23.9% of this theme group
Researchers discuss social, educational, and interaction issues arising from large‑scale virtual worlds.
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
| Year | Share index |
|---|---|
| 2022 | 51.3 |
| 2023 | 79.3 |
| 2024 | 76.1 |
| 2025 | 44.1 |
Common problems researchers identify · 02Perception and Immersion Limits
862 papers16.9% of this theme group
Studies examine how users perceive distance, usefulness, and immersion in virtual reality environments.
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
| Year | Share index |
|---|---|
| 2022 | 2182.2 |
| 2023 | 2170.4 |
| 2024 | 2164.4 |
| 2025 | 2317.6 |
Common problems researchers identify · 03AR Context‑Awareness Barriers
782 papers15.4% of this theme group
Papers identify technical and interaction obstacles to pervasive 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
| Year | Share index |
|---|---|
| 2022 | 229.2 |
| 2023 | 239.8 |
| 2024 | 302.9 |
| 2025 | 245.9 |
Common problems researchers identify · 04Digital Media Integration Issues
714 papers14.0% of this theme group
Works explore difficulties integrating emerging immersive technologies into workflows and narrative design.
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
| Year | Share index |
|---|---|
| 2022 | 130.2 |
| 2023 | 142.1 |
| 2024 | 148.0 |
| 2025 | 218.5 |
Common problems researchers identify · 05VR Education and Training Hurdles
521 papers10.2% of this theme group
Research highlights accessibility, effectiveness, and implementation challenges of virtual learning environments.
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
| Year | Share index |
|---|---|
| 2022 | 446.9 |
| 2023 | 429.3 |
| 2024 | 342.7 |
| 2025 | 171.8 |
Common problems researchers identify · 06HCI and Graphics Constraints
506 papers9.9% of this theme group
Analyses focus on interaction design and visual quality problems within virtual reality and multimedia systems.
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
| Year | Share index |
|---|---|
| 2022 | 252.1 |
| 2023 | 244.9 |
| 2024 | 199.3 |
| 2025 | 73.8 |
Common problems researchers identify · 07VR Rehabilitation Effectiveness
485 papers9.5% of this theme group
Investigations address clinical outcomes and methodological limits of virtual reality therapies.
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
| Year | Share index |
|---|---|
| 2022 | 1336.8 |
| 2023 | 1323.1 |
| 2024 | 1365.7 |
| 2025 | 1316.0 |
Cautions
2,612 papers · 7 recurring themes
Cautions · 01Perceptual and Avatar Risks
502 papers19.2% of this theme group
Authors caution about altered perception and identity effects when using immersive avatars.
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
| Year | Share index |
|---|---|
| 2022 | 2266.1 |
| 2023 | 2244.4 |
| 2024 | 2219.9 |
| 2025 | 2373.6 |
Cautions · 02Clinical VR Safety Concerns
486 papers18.6% of this theme group
Studies warn of uncertain efficacy and safety in therapeutic virtual reality applications.
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
| Year | Share index |
|---|---|
| 2022 | 1067.7 |
| 2023 | 1035.5 |
| 2024 | 1138.0 |
| 2025 | 993.2 |
Cautions · 03AR Educational Evaluation Gaps
409 papers15.7% of this theme group
Researchers call for rigorous assessment methods for augmented reality tools in teaching 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
| Year | Share index |
|---|---|
| 2022 | 790.9 |
| 2023 | 784.0 |
| 2024 | 720.0 |
| 2025 | 464.6 |
Cautions · 04VR Curriculum Integration Issues
363 papers13.9% of this theme group
Papers discuss obstacles to embedding fully immersive virtual reality into formal education 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
| Year | Share index |
|---|---|
| 2022 | 173.4 |
| 2023 | 176.1 |
| 2024 | 161.2 |
| 2025 | 190.8 |
Cautions · 05Data‑Driven Perception Uncertainties
312 papers11.9% of this theme group
Works highlight methodological challenges in measuring synchronization and perception 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
| Year | Share index |
|---|---|
| 2022 | 3129.7 |
| 2023 | 3126.7 |
| 2024 | 3178.0 |
| 2025 | 3192.3 |
Cautions · 06Collaboration and Interaction Limits
275 papers10.5% of this theme group
Analyses point out difficulties in achieving effective teamwork and multimedia interaction 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
| Year | Share index |
|---|---|
| 2022 | 252.1 |
| 2023 | 244.9 |
| 2024 | 199.3 |
| 2025 | 73.8 |
Cautions · 07Metaverse Learning Boundaries
265 papers10.1% of this theme group
Authors note practical and pedagogical constraints on using metaverse environments 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
| Year | Share index |
|---|---|
| 2022 | 51.3 |
| 2023 | 79.3 |
| 2024 | 76.1 |
| 2025 | 44.1 |
Opportunities
32,523 papers · 7 recurring themes
Opportunities · 01AR for Interactive Learning
1,222 papers20.4% of this theme group
Research showcases augmented reality’s potential to enrich mathematics and mixed‑reality educational experiences.
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
| Year | Share index |
|---|---|
| 2022 | 756.0 |
| 2023 | 748.9 |
| 2024 | 698.6 |
| 2025 | 407.7 |
Opportunities · 02VR Visualization and Rendering Advances
1,054 papers17.6% of this theme group
Papers explore novel techniques for improving spatial perception 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
| Year | Share index |
|---|---|
| 2022 | 2228.3 |
| 2023 | 2215.5 |
| 2024 | 2201.1 |
| 2025 | 2371.9 |
Opportunities · 03Wearable Haptic Interfaces
972 papers16.2% of this theme group
Studies present new tactile sensors and rendering methods for immersive mixed‑reality communication.
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
| Year | Share index |
|---|---|
| 2022 | 45.6 |
| 2023 | 49.0 |
| 2024 | 41.0 |
| 2025 | 51.4 |
Opportunities · 04VR Mental‑Health Interventions
820 papers13.7% of this theme group
Research investigates virtual reality’s role in 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
| Year | Share index |
|---|---|
| 2022 | 1089.7 |
| 2023 | 1055.6 |
| 2024 | 1128.0 |
| 2025 | 983.1 |
Opportunities · 05VR Training and Simulation
738 papers12.3% of this theme group
Works demonstrate immersive simulations that boost engagement and learning outcomes in professional training.
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
| Year | Share index |
|---|---|
| 2022 | 147.2 |
| 2023 | 150.2 |
| 2024 | 126.9 |
| 2025 | 143.0 |
Opportunities · 06HCI‑Driven VR Multimedia Experiences
701 papers11.7% of this theme group
Papers examine how presence, movement, and interaction design shape performance 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
| Year | Share index |
|---|---|
| 2022 | 252.1 |
| 2023 | 244.9 |
| 2024 | 199.3 |
| 2025 | 73.8 |
Opportunities · 07Metaverse Platforms for Education and Branding
493 papers8.2% of this theme group
Research highlights adaptable virtual environments for medical training and brand experience creation.
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
| Year | Share index |
|---|---|
| 2022 | 51.3 |
| 2023 | 79.3 |
| 2024 | 76.1 |
| 2025 | 44.1 |
How this field compares with the research baseline
Orientation shares compared with 25,000 papers in the reference sample.
| Research orientation | This field | Reference sample |
|---|---|---|
| Promising | 47.3% | 37.3% |
| Breakthrough | 20.6% | 26.6% |
| Descriptive | 12.5% | 17.3% |
| Problem-identifying | 9.6% | 9.4% |
| Cautionary | 5.4% | 4.5% |
| Comparative | 3.7% | 3.9% |
| Critical | 1.0% | 0.9% |
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 paper | Papers | Share | Raised as a problem | Worldwide share |
|---|---|---|---|---|
| Privacy & surveillanceA Survey on Metaverse: Fundamentals, Security, and Privacy | 533 | 1.12% | 250 (46.9%) | 1.12% |
| Safety & misuseAugmented non-hallucinating large language models as medical information curators | 46 | 0.1% | 18 (39.1%) | 0.1% |
| Bias & fairnessNavigating Gender Biases in XR: Towards Equitable Technological Future | 23 | 0.05% | 4 (17.4%) | 0.05% |
| Energy & datacenter footprintEnergy-Efficient Resource Allocation for Mobile Edge Computing-Based Augmented Reality Applications | 12 | 0.03% | 0 (0.0%) | 0.03% |
| Labour & data workThe Future of Work is Blended, Not Hybrid | 12 | 0.03% | 1 (8.3%) | 0.03% |
| Concentration of compute powerLeveraging Influencer Marketing in the Enterprise Metaverse: Redefining Connections and Driving Engagement | 4 | 0.01% | 2 (50.0%) | 0.01% |
| Hardware, e-waste & supply chainVirtual reality and augmented reality as a cutting-edge technology for modelling of nuclear waste repositories | 3 | 0.01% | 0 (0.0%) | 0.01% |
| Carbon & emissions of computeProject LOCOMO AR: Augmented Reality with Carbon Metrics for Sustainable AI Use | 1 | 0.0% | 0 (0.0%) | 0.0% |
| Water use | 0 | 0.0% | 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 FOOTPRINTWhere companies are based
Company counts, hiring and disclosed funding across the recorded hubs.
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Where companies are based
Company counts, hiring and disclosed funding across the recorded hubs.

Berlin
108 companies36.5% across the displayed hubs
1 companies hiring · $77.9M disclosed funding
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Munich
74 companies25.0% across the displayed hubs
3 companies hiring · $259.9M disclosed funding
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Hamburg
26 companies8.8% across the displayed hubs
2 companies hiring · $75.2M disclosed funding
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Cologne
25 companies8.4% across the displayed hubs
2 companies hiring · $4.3M disclosed funding
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Karlsruhe
21 companies7.1% across the displayed hubs
0 companies hiring · $6.3M disclosed funding
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Stuttgart
15 companies5.1% across the displayed hubs
0 companies hiring · $2.3M disclosed funding
Explore companies in Stuttgart ↗Frankfurt Am Main
14 companies4.7% across the displayed hubs
1 companies hiring · $0 disclosed funding
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Dresden
13 companies4.4% across the displayed hubs
0 companies hiring · $29.7K disclosed funding
Explore companies in Dresden ↗AR, VR and Spatial Computing in Germany: 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: 1 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 ↗