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

An industry ecosystem,
measured in context.
MEET THE COMPANIESExplore the United Kingdom’s ar, vr and spatial computing leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
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Explore the United Kingdom’s ar, vr and spatial computing leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
Company discovery
Recorded evidence onlyRecently founded independent companies
Recently founded means a recorded 2023–2026 founding year and no recorded parent, acquirer or public-company status. These companies are not labelled startups without that separate classification.
Explore classified startups in Radar ↗AR, VR and Spatial Computing industry KPIs in the United Kingdom
A few useful ratios bring the size of this ecosystem into perspective.
21 of 877 tracked companies have open roles.
218 of 877 tracked companies have a recorded round.
Share of disclosed capital received by the three largest recorded recipients.
Midpoint of 393 rounds with a disclosed amount.
Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 43.8% of disclosed capital, while 75.1% of tracked companies have no recorded funding round.
Explore the segments →CAPITAL & COMPANY FORMATIONHow the United Kingdom ar, vr and spatial computing has grown
Recorded company formation and disclosed funding across the complete annual series shown.
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How the United Kingdom 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 | $98.61M | 66 | 22 |
| 2017 | $631.78M | 86 | 24 |
| 2018 | $266.89M | 75 | 41 |
| 2019 | $144.13M | 69 | 42 |
| 2020 | $192.5M | 77 | 43 |
| 2021 | $364.34M | 52 | 50 |
| 2022 | $654.11M | 45 | 46 |
| 2023 | $212.29M | 27 | 34 |
| 2024 | $88.74M | 13 | 18 |
| 2025 | $246.08M | 4 | 15 |
Funding concentration
Share of all disclosed company funding.
- Improbable29.9%
- Ultraleap7.9%
- PhysicsX6.0%
- Other companies56.2%
Funding by stage
466 recorded rounds since 2016
Investors appearing most often
Recorded participation in ar, vr and spatial computing company rounds since 2016.
- 01Europa 25 rounds
- 02Mercia 13 rounds
- 03EIC Fund 9 rounds
- 04Ukri 8 rounds
- 05SFC Capital 7 rounds
- 067percent Ventures 7 rounds
- 07Entrepreneur First 7 rounds
- 08Gov 7 rounds
- 09Techstars 5 rounds
- 010Amadeus Capital 5 rounds
Recent recorded rounds
Latest recorded rounds · USDBacked by Cipio Partners and Founders Fund and others.
Backed by Salica Investments.
Backed by Business Growth Hub.
Backed by Booz Allen Hamilton and Entrepreneur First and others.
Largest and notable recorded rounds
Each card is one recorded roundBacked by Horizons Ventures and Andreessen Horowitz and others.
Backed by Andreessen Horowitz and SoftBank and others.
Backed by Atomico and Temasek and others.
Backed by MultiversX.
Backed by Tencent and Mayfair and others.
Backed by Advent Life Sciences and British Patient Capital and others.
Backed by NetEase Games.
Participating investors were not recorded in this snapshot.
Backed by Khazanah Nasional Berhad.
Backed by M&G and Van Tuyl Companies.
THE BUSINESS BEHIND THE ACTIVITYRevenue, profitability & financial strength
Annual accounts for reporting companies linked to this landscape, on like-for-like currency and reporting bases.
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Revenue, profitability & financial strength
Annual accounts for reporting companies linked to this landscape, on like-for-like currency and reporting bases.
Display conversions use the dated reference rates above. Where a verified rate is unavailable, figures retain their source currency. Each reporting cohort keeps its currency and accounting basis separate.
FY2025 · company accounts; aggregate reporting threshold not met · 3 reporting entities from 291 eligible matches.
Sum of reporting-entity revenue; not the United Kingdom market sales.
Combined result for the same cohort.
Combined net income ÷ combined revenue.
The middle covered reporting entity.
None of 3 covered entities.
Share of covered revenue from the five largest entities.
Annual account trend
Reported cohort totals by year; coverage is stated for every period.
Bar height shows revenue. Changes in coverage can affect totals.
Profitability has two perspectives
FY2025 · 3 reporting entities
Open the company accounts
Up to eight fixed company previews show financial amounts. Search and sort the wider company list, then continue in Radar.
| Company / reporting entity | Revenue | Net profit / loss | Net margin | Revenue growth | Total assets |
|---|---|---|---|---|---|
| Project Vae ↗12423682 | £0.0m | £0.0m | +3.5% | — | — |
| MobileFusion Apps ↗10091100 | £0.0m | £0.0m | +0.1% | — | — |
| Koen Digital ↗10980519 | £0.0m | £0.0m | +54.8% | — | — |
Explore full company accounts and filings.
Explore a reporting entity
Choose “View accounts” to inspect an available company preview.
How does ar, vr and spatial computing compare?
Each pair uses the same year, currency and reporting basis. Cohort overlap is disclosed.
| Industry | Covered / eligible | Revenue total | Median revenue | Net profit / loss | Aggregate margin | Profitable share | Overlap |
|---|
Available-account cohorts are not estimates of whole industries. Overlapping entities can occur in more than one cohort; do not add cohort totals.
Coverage, calculations & financial sources
Filed annual accounts for exact designated national identifiers. Every aggregate and peer pair uses one fiscal year, source currency and reporting basis; periods, coverage and overlap are explicit; 2026 partials are excluded.
The same up to eight reporting entities remain open across years, filters and sorts. Other company figures are available in Radar.
Source currencies and accounting bases stay separate. Missing accounts are excluded rather than treated as zero. Exact reporting periods appear on company previews. Annual totals can change with coverage and do not measure growth of a fixed company cohort.
Web traffic, app reach and release cadence
How the the United Kingdom companies on this page show up online: the sites people visit, the apps they install, and how often those apps ship.
Busiest websites
6 of the 877 companies on this page carry a measured traffic record (0.7%); these are the largest of those, by monthly visits. The median among them is 223,260 visits.
| Company | Monthly visits | Authority | Mobile |
|---|---|---|---|
| Giraffe360giraffe360.com | 1,456,294 | 36 | 73.6% |
| PlayCanvasplaycanvas.com | 296,801 | 42 | 30.4% |
| Foundryfoundry.com | 266,770 | 50 | 26.6% |
| Avakinavakin.com | 179,750 | 44 | 82.2% |
| OpenFOAMopenfoam.com | 112,766 | 40 | 23.6% |
| Blipparblippar.com | 71,743 | 41 | 85.8% |
Visits and authority are third-party web estimates, not company-reported figures.
Most-installed apps
75 of these companies (8.6%) publish at least one Android app — 169 apps in all, carrying 372M installs between them.
| App | Installs | Rating | Store category |
|---|---|---|---|
| Avakin Life - 3D Virtual WorldAvakin | 144M | 3.9 | Role Playing |
| ChessAI Factory | 99M | 4.6 | Board |
| BackgammonAI Factory | 17M | 4.3 | Board |
| Customuse: Skins Maker RobloxCustomuse | 12.4M | 4.7 | Art & Design |
| ReversiAI Factory | 10.5M | 4.5 | Board |
| Four In A LineAI Factory | 9M | 4.5 | Board |
| SudokuAI Factory | 8.6M | 4.5 | Board |
| SpadesAI Factory | 8.5M | 4.6 | Card |
| Move it!AI Factory | 6.5M | 4.4 | Puzzle |
| GoAI Factory | 5.9M | 4.4 | Board |
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 (2023Q4–2026Q2).
| Segment | Apps | Installs | Leading app | Release trend |
|---|---|---|---|---|
| Gaming Tech | 44 | 191.5M | Chess 99M | |
| Mobile Gaming | 31 | 162.2M | Avakin Life - 3D Virtual World 144M | |
| Social Platforms | 7 | 144.1M | Graysky, a Bluesky client 49.2K | |
| Metaverse | 8 | 144M | vTime XR - The AR & VR Social 29.2K | |
| 3D Animation | 4 | 144M | Zu3D Remote Camera 3.2K | |
| Virtual Reality | 58 | 28.1M | Customuse: Skins Maker Roblox 12.4M | |
| Pc & Console Gaming | 30 | 18.3M | The Room 3.2M | |
| Augmented Reality | 58 | 17.1M | Zappar 3.4M |
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. 159 of 169 apps carry a release date. The series ends at 2026Q1, the last quarter that closed before the June 2026 reading.
INSIDE THE INDUSTRYThe the United Kingdom ar, vr and spatial computing market map
Explore the segments behind the headline numbers.
Expand panel +
The the United Kingdom 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.
19 companies hiring · $2.98B 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
Property imaging specialist company Giraffe360 has raised nearly £7.5million in new funding, which it says will finance the next phase of its growth.
Amazon has acquired the Swiss robotics company Rivr, which develops four-legged machines for “doorstep delivery,” as the tech giant invests heavily in automating its warehouse operations.
BeyondMath, a DeepTech company that has developed a ‘first-of-its-kind’ generative physics model, has closed a £7.4 million seed extension.
VR startup MetaSim raises €500K from Eleven Ventures to help managers improve their soft skills
Solidatus, a London, UK-based provider of data lineage solutions, has secured a £5 million loan from the Growth Debt Fund at Salica Investments.
Speech Graphics (via its AI avatar division Rapport) acquired Aquifer Motion, a full‑body video animation software company, to elevate its digital human capabilities from facial animation to truly lifelike avatars with full body movement and cinematic framing.
CoreWeave, Inc. today announced an agreement to acquire Monolith AI Limited.
UK companies like Atomik AM and PhysicsX have also raised funding this year from smaller seed rounds such as CloEE’s €520k to major investments like PhysicsX’s €117 million and Proxima Fusion’s €130 million.
London-based Synthesized has secured a £14.9 million Series A funding round to accelerate adoption of its AI-native test infrastructure platform across North America and Europe.
The UK’s Digital Catapult has invested £510,000 into Sheffield start-up Productive Machines which has “developed the world’s first autonomous milling optimisation software”, according to the Catapult.
Full recorded event mix
Top 10 categories among 121 recorded events in the 24-month window.
Leadership moves
12 tracked people moves
Appointment Head of Product
Appointment Chief Marketing Officer
Appointment Head of Machine Learning
Appointment Director of Singular Barcelona Team
Appointment General Director of Singular Madrid Team
Appointment Managing Director
Appointment Chief Financial Officer
Appointment Chief Operating Officer
Product launches
Products, platforms and features in the recorded window
AI tool
Contract wins
7 recorded customer wins
Customer: Northshore Apparel Ghana LtdApparel manufacturing
Customer: ørstedRenewable Energy
Customer: Manufacturas EliotFashion
Customer:
Customer: contact lens manufacturersManufacturing
Customer: nyserdaInsurance
Workforce actions
4 companies with reported reductions
78 roleschallenging VR market
2.0% rolesbudgeting changes
55 rolescost reduction
72 rolesrestructuring
Mergers and acquisitions
Company-linked deal reports; status is preserved as recorded.
| Acquirer → target | Status | Date | Value / context |
|---|---|---|---|
| amazon→Rivr ↗ | Completed | 2026-03-26 | Not stated in snapshot |
| Amazon.com Inc.→Rivr ↗ | Announced | 2026-03-19 | Not stated in snapshot |
| coreweave→Monolith ↗ | Announced | 2025-10-11 | Not stated in snapshot |
| Speech Graphics→aquifer motion | Announced | 2025-10-10 | Not stated in snapshot |
| Speech Graphics→OC3 Entertainment | 2025-09-10 | Not stated in snapshot | |
| zalando→DeepAR ↗ | Announced | 2025-04-08 | Not stated in snapshot |
A discussion or rumour is not a completed transaction. An unstated value is not zero.
PEOPLE & OPPORTUNITYThe talent market
Recorded hiring and workforce signals from the available source snapshot.
Expand panel +
The talent market
Recorded hiring and workforce signals from the available source snapshot.
Most advertised job titles
No repeated job title is supported by this snapshot.
0 tracked postings mention remote work.
Companies hiring
Large employers
| Company | Employees |
|---|---|
| Improbable ↗ | 849 |
| Coats Digital ↗ | 239 |
| Oxford Metrics ↗ | 214 |
| Proximie ↗ | 130 |
| ZeroLight ↗ | 78 |
| Hadean ↗ | 52 |
| Axial3D ↗ | 49 |
| Living Map ↗ | 35 |
THE PEOPLE BUILDING THE FIELDFounders and leaders
578 founders and chief executives across 417 companies.
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Founders and leaders
578 founders and chief executives across 417 companies.
Herman Narula
Improbable ↗Owner Ozymandias Productions. University of Cambridge 2012
Tom Carter
Ultraleap ↗Ultraleap, ex-University Of Bristol, ex-Nokia, University of Bristol, 2017
Nicolas Haag
PhysicsX ↗Ex - Automotive Engineer Volkswagen AG, AUDI AG, Bentley Motors, Mercedes-Benz AG, Karlsruhe Institute of Technology (KIT) Master of Science - MS…
Steve Spencer
Blippar ↗Ex-AXA, Swiftcover.com, RBS Insurance, CADA Design Group. Ravensbourne University London BA 1995
Craig Beddis
Hadean ↗Ex-CEO C24 Technologies, Crane Software, Automic Software, BMC Software, Citrix Netscaler.
David Grey
WaveOptics ↗Ex-Carclo Optics, BAE Systems, Davin Optronics, Gec Marconi Research. Heriot-Watt University BSc 1990, Imperial College London 1996
Patrick luanaigh
nDreams ↗Ex-Head of External Development @ Codemasters
Daniel Crawford
Axial3D ↗Ex-Intelesens. University of Ulster BS 2011, University of Glasgow MSc 2012
Gideon F
Converge ↗Converge, ex-Softeam Cadextan, ex-Primary Energy Research, University of Cambridge, 2014
Mikus Opelts
Giraffe360 ↗Ex-CEO Giraffe Visual. RISEBA University of Applied Sciences BS 2012
James Dean
Sensat ↗Institution Of Civil Engineers, ex-Barclays Investment Bank, ex-Ajx Capital, King's College London, U. of London
David Mitchell
XYZ Reality ↗Ex- J. Coffey Construction. Waterford Institute of Technology BSc.Arch 2013
Education networks
92 profiles with education records.
Prior employers
11 profiles with prior-work records.
Profiles cover recorded founders and leaders; contact details remain in Radar.
NEWS INTELLIGENCEHow this industry appears in the news
533,926 articles in the measured 12-month window.
Expand panel +
How this industry appears in the news
533,926 articles in the measured 12-month window.
News volume trends
AR, VR and Spatial Computing coverage across United Kingdom · articles per complete quarter
View quarterly article counts
| Quarter | Articles |
|---|---|
| 2021Q2 | 51,318 |
| 2021Q3 | 55,579 |
| 2021Q4 | 51,970 |
| 2022Q1 | 59,241 |
| 2022Q2 | 54,876 |
| 2022Q3 | 56,355 |
| 2022Q4 | 65,982 |
| 2023Q1 | 65,375 |
| 2023Q2 | 66,222 |
| 2023Q3 | 76,209 |
| 2023Q4 | 61,909 |
| 2024Q1 | 71,143 |
| 2024Q2 | 78,743 |
| 2024Q3 | 78,692 |
| 2024Q4 | 87,226 |
| 2025Q1 | 116,928 |
| 2025Q2 | 89,376 |
| 2025Q3 | 324,286 |
| 2025Q4 | 53,609 |
| 2026Q1 | 76,351 |
Article volume measures coverage, not market sales.
Tone of coverage over time
Most-covered companies
Company share of voice
184 recorded company events across 32 companies; percentages use that event total.
Leading coverage topics
AR, VR and Spatial Computing coverage across United Kingdom · 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 United Kingdom
| Keyword | Recent | Prior | Change |
|---|---|---|---|
| countries | 4,192 | 1,862 | 125% |
| tariff negotiations | 3,914 | 2,296 | 70% |
| free trade deals | 2,120 | 1,023 | 107% |
| stock performance | 1,995 | 1,272 | 57% |
| trade dispute mechanisms | 1,831 | 764 | 140% |
| bilateral trade | 1,737 | 699 | 148% |
| foreign policy analysis | 1,370 | 897 | 53% |
| multilateral diplomacy | 1,348 | 753 | 79% |
| national security strategy | 1,209 | 503 | 140% |
| exchange rates | 961 | 172 | 459% |
| free casino games | 23 | 1,120 | -98% |
| social casino | 23 | 1,117 | -98% |
| sweepstakes casino | 23 | 1,115 | -98% |
| simulated gambling apps | 25 | 1,114 | -98% |
| fun play casinos | 24 | 1,114 | -98% |
Event and signal lenses
AR, VR and Spatial Computing coverage across United Kingdom
Regulatory Risk
686,999 classified articlesterritories, disputed islands, countries
22.2% critical · 12.5% positiveFunding Momentum
60,167 classified articlesinflation reports fx, currency intervention policies, eur/usd
40.3% critical · 41.0% positiveGrowth
125,081 classified articlesstock performance, gdp growth forex, inflation reports fx
28.6% critical · 47.6% positiveAR, VR and Spatial Computing coverage across United Kingdom. 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 / Possible World
1,218 papers23.9% of this theme group
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 · 02Virtual Reality / Perception
862 papers16.9% of this theme group
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 · 03Augmented Reality / Mixed Reality
782 papers15.4% of this theme group
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 · 04Emerging Technologies / Digital Transformation
714 papers14.0% of this theme group
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 · 05Virtual Reality / Training
521 papers10.2% of this theme group
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 · 06Human–Computer Interaction / Virtual Reality
506 papers9.9% of this theme group
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 · 07Virtual Reality / Rehabilitation
485 papers9.5% of this theme group
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 · 01Virtual Reality / Perception
502 papers19.2% of this theme group
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 · 02Virtual Reality / Rehabilitation
486 papers18.6% of this theme group
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 · 03Augmented Reality / Human–Computer Interaction
409 papers15.7% of this theme group
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 · 04Virtual Reality / Educational Technology
363 papers13.9% of this theme group
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 · 05Robot / Big Data
312 papers11.9% of this theme group
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 · 06Human–Computer Interaction / Virtual Reality
275 papers10.5% of this theme group
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 / Social Worlds
265 papers10.1% of this theme group
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 · 01Augmented Reality / Human–Computer Interaction
1,222 papers20.4% of this theme group
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 · 02Virtual Reality / Visualization
1,054 papers17.6% of this theme group
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 · 03Rendering / Wearable Computer
972 papers16.2% of this theme group
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 · 04Virtual Reality / Rehabilitation
820 papers13.7% of this theme group
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 · 05Virtual Reality / Training
738 papers12.3% of this theme group
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 · 06Human–Computer Interaction / Virtual Reality
701 papers11.7% of this theme group
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 / Human–Computer Interaction
493 papers8.2% of this theme group
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% | 26.2% |
| Descriptive | 12.5% | 17.5% |
| Problem-identifying | 9.6% | 9.8% |
| Cautionary | 5.4% | 4.5% |
| Comparative | 3.7% | 3.7% |
| 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.

London
377 companies79.4% across the displayed hubs
12 companies hiring · $2.2B disclosed funding
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Bristol
20 companies4.2% across the displayed hubs
0 companies hiring · $257.9M disclosed funding
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Edinburgh
18 companies3.8% across the displayed hubs
0 companies hiring · $20.0M disclosed funding
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Cambridge
17 companies3.6% across the displayed hubs
1 companies hiring · $61.3M disclosed funding
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Liverpool
12 companies2.5% across the displayed hubs
0 companies hiring · $7.7M disclosed funding
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Manchester
11 companies2.3% across the displayed hubs
0 companies hiring · $38.3M disclosed funding
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Glasgow
11 companies2.3% across the displayed hubs
1 companies hiring · $2.2M disclosed funding
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Guildford
9 companies1.9% across the displayed hubs
0 companies hiring · $484.8K disclosed funding
Explore companies in Guildford ↗AR, VR and Spatial Computing in the United Kingdom: 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: 31 August 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 ↗