Radar Landscapes AR, VR and Spatial Computing Landscape of the United States
AR, VR and Spatial Computing industry in the United States — illustrated cover for the AR, VR and Spatial Computing Landscape of the United States
Radar · Industry landscape · the United States

AR, VR and Spatial Computing Landscape of the United States

3,358 AR, VR and Spatial Computing companies in the United States, in one picture: who is hiring, who is raising money, who founded them, where they are based, what the news is about, which skills employers want and where the research is going. Updated August 2026.

3,358companies tracked
$39.7Bdisclosed funding
162hiring right now
4,295events · 24 months
203,532news articles · 12 months

Who leads AR, VR and Spatial Computing in the United States

Shows the top companies by hiring activity, funding, and media coverage among 3,358 tracked firms, highlighting 162 currently hiring and 894 that have disclosed a funding round.

open roles
Hiring now
ranked by live open roles
  1. 01Cognex12last posted Aug 2026
  2. 02Bentley Systems12last posted Jul 2026
  3. 03Reworld11last posted Jun 2026
  4. 04Esri11last posted Jun 2026
  5. 05Epson America10last posted May 2026
  6. 06Zendar10last posted Jun 2026
  7. 07AV Concepts10last posted Jun 2026
  8. 08Ouster9last posted Apr 2026
162 companies hiring · 3 posted in the last 30 days
disclosed funding
Most funded
disclosed totals, all rounds
  1. 01Epic Games$8.1BSeries F · Feb 2024
  2. 02Magic Leap$4.1BConventional Debt · Jan 2024
  3. 03Unity$3.1BPost IPO · Feb 2025
  4. 04World Labs$1.2BSeries E · Feb 2026
  5. 05Luma AI$1.1BSeries C · Nov 2025
  6. 06Roblox$918.2MSeries H · Jan 2021
  7. 07Forte$910MSeries B · Nov 2021
  8. 08Niantic$772.8MSeries D · Nov 2021
894 companies with disclosed rounds · $39.7B total
revenue
Revenue leaders
official filings first, else latest snapshot
  1. 01Google Glass$90.2BFY2023 filing
  2. 02Meta$56.3BFY2026 filing
  3. 03Cadence$1.5BFY2025 filing
  4. 04Roblox$1.4BFY2026 filing
  5. 05Fabula$1.2BFY2022 filing
  6. 06Immersion$518.5MFY2025 filing
  7. 07Unity$508.2MFY2025 filing
  8. 08Bentley Systems$424.2MFY2025 filing
24 companies with a revenue figure
headcount
Largest teams
ranked by tracked headcount
  1. 01Meta67,317tracked employees
  2. 02Google Glass44,409tracked employees
  3. 03KEYENCE10,580tracked employees
  4. 04Unity7,703tracked employees
  5. 05Fabula7,500tracked employees
  6. 06Nintendo 3DS5,848tracked employees
  7. 07Cadence3,177tracked employees
  8. 08Cognex2,992tracked employees
162 companies with headcount data
share of events
Share of voice
share of all tracked sector news events, 24 months
  1. 01Microsoft HoloLens42.6%4,582 tracked events
  2. 02Google Glass21.0%2,257 tracked events
  3. 03Meta14.9%1,608 tracked events
  4. 04Fabula4.2%455 tracked events
  5. 05Nintendo 3DS2.6%281 tracked events
  6. 06Roblox1.9%202 tracked events
  7. 07Cadence1.2%125 tracked events
  8. 08Bentley Systems0.8%87 tracked events
10,762 tracked events across 132 companies
web reach
Most-used apps
the sites in this sector the web visits most
  1. 01Microsoft HoloLenstop 1kmicrosoft.com
  2. 02Nintendo 3DStop 1knintendo.com
  3. 03Robloxtop 1kroblox.com
  4. 04Google Glasstop 1kgoogle.com
  5. 05Epic Gamestop 5kepicgames.com
  6. 06PlayStation VRtop 5kplaystation.com
  7. 07Metatop 5kmeta.com
  8. 08Modrinthtop 5kmodrinth.com
809 companies here run a site with a measured audience · 98 of them sit inside the web’s top million
articles
In the news
Prism news coverage, last 12 months
  1. 01Microsoft HoloLens34,509articles in the window
  2. 02Mira1,677articles in the window
  3. 03Nintendo 3DS1,096articles in the window
  4. 04Roblox952articles in the window
  5. 05Epic Games860articles in the window
  6. 06Niantic657articles in the window
  7. 07Vuzix107articles in the window
  8. 08Unreal Engine105articles in the window
180 of these companies drew sector coverage in the window
Radar

See all 3,358 AR, VR and Spatial Computing companies in the United States

Filter by funding, headcount, hiring and location, and export the list.

How the AR, VR and Spatial Computing ecosystem in the United States grew, 2016–2025

Lists the number of companies founded each year, with a peak of 289 new firms in 2016 and only 40 founded in 2025.

Companies founded / year
new AR, VR and Spatial Computing companies in the United States
2016: 2892017: 2592018: 2652019: 2362020: 2492021: 2152022: 1622023: 1152024: 682025: 40
20162025
peak 289 in 2016
Companies raising / year
with a disclosed round that year
20162025
peak 200 in 2021
Disclosed funding / year
sum of disclosed rounds (USD)
2016: 2,213,896,6972017: 2,133,253,6622018: 3,261,763,7282019: 2,063,838,2222020: 3,881,726,9772021: 7,480,598,7482022: 4,707,797,1072023: 995,021,6472024: 3,748,026,6762025: 2,839,209,295
20162025
peak $7.5B in 2021

Where AR, VR and Spatial Computing companies in the United States are based

San Francisco skyline — AR, VR and Spatial Computing hub in the United States
Hub 01
San Francisco
360 AR, VR and Spatial Computing companies
32% of the AR, VR and Spatial Computing companies across these hubs
360companies
$9.1Bdisclosed funding
24hiring now
Photo Wikipedia · San Francisco · CC BY-SA 4.0
New York City skyline — AR, VR and Spatial Computing hub in the United States
Hub 02
New York City
248 AR, VR and Spatial Computing companies
22% of the AR, VR and Spatial Computing companies across these hubs
248companies
$1.2Bdisclosed funding
8hiring now
Photo Wikipedia · New York City · CC BY-SA 4.0
Los Angeles skyline — AR, VR and Spatial Computing hub in the United States
Hub 03
Los Angeles
233 AR, VR and Spatial Computing companies
21% of the AR, VR and Spatial Computing companies across these hubs
233companies
$998.6Mdisclosed funding
7hiring now
Photo Wikipedia · Los Angeles · CC BY-SA 4.0
Austin, a AR, VR and Spatial Computing hub in the United States
Hub 04
Austin
80 AR, VR and Spatial Computing companies
7% of the AR, VR and Spatial Computing companies across these hubs
80companies
$576.5Mdisclosed funding
7hiring now
generated artwork
Seattle skyline — AR, VR and Spatial Computing hub in the United States
Hub 05
Seattle
74 AR, VR and Spatial Computing companies
7% of the AR, VR and Spatial Computing companies across these hubs
74companies
$704.1Mdisclosed funding
4hiring now
Photo Wikipedia · Seattle · CC BY-SA 4.0
Palo Alto, a AR, VR and Spatial Computing hub in the United States
Hub 06
Palo Alto
51 AR, VR and Spatial Computing companies
5% of the AR, VR and Spatial Computing companies across these hubs
51companies
$1.6Bdisclosed funding
3hiring now
generated artwork
San Jose, a AR, VR and Spatial Computing hub in the United States
Hub 07
San Jose
44 AR, VR and Spatial Computing companies
4% of the AR, VR and Spatial Computing companies across these hubs
44companies
$859.5Mdisclosed funding
2hiring now
generated artwork
Chicago skyline — AR, VR and Spatial Computing hub in the United States
Hub 08
Chicago
43 AR, VR and Spatial Computing companies
4% of the AR, VR and Spatial Computing companies across these hubs
43companies
$324.6Mdisclosed funding
5hiring now
Photo Wikipedia · Chicago · CC BY-SA 4.0

The AR, VR and Spatial Computing market map of the United States: what these companies actually do

Breaks down product sub‑categories and revenue models, noting the largest groups such as enterprise tech (2,440) and the most common model, subscription (2,589).

  • Enterprise Tech2,440 companies · $35.7B raised · 132 hiring
  • Deep Tech2,115 companies · $17.3B raised · 95 hiring
  • Consumer Digital1,459 companies · $8.1B raised · 54 hiring
  • Enterprise Software1,258 companies · $19B raised · 75 hiring
  • SaaS604 companies · $9.8B raised · 46 hiring
  • Gaming552 companies · $15.8B raised · 27 hiring
  • Industry 4.0310 companies · $3.4B raised · 22 hiring
  • Healthtech209 companies · $836.3M raised · 14 hiring
  • Gaming Engines184 companies · $13.2B raised · 9 hiring
  • AR VR in Entertainment176 companies · $485M raised · 9 hiring
  • Edtech163 companies · $284M raised · 7 hiring
  • Pc and Console Game Developers155 companies · $8.8B raised · 12 hiring

Monetization

How AR, VR and Spatial Computing companies make money

How many companies earn revenue each way. Plenty use more than one model, so the counts add up to more than the sector.

Subscription2,589
Fee-For-Service374
E-Commerce - Product360
Advertising324
Commission on Transaction323
Physical Commerce225
E-Commerce - Service193
Sponsorship24

Funding, M&A and the deals moving AR, VR and Spatial Computing in the United States

Counts 4,295 corporate events over the past two years, including 722 key‑person moves, 610 earnings releases, and 523 company announcements.

Leadership 722Earnings 610Announcement 523Contracts 449Product 435Lawsuit 390Regulatory 298M&A 254Funding 141Assets 140
  • FundingMeta Platforms is working with Morgan Stanley and JPMorgan Chase on a roughly $13 billion financing package for a data center in El Paso, Texas.2026-05-05
  • M&AMicrosoft reportedly explored acquiring AI coding startup Cursor before SpaceX secured the rights to acquire the company in a deal valued at $60 billion.2026-04-23
  • M&AThe merger of these two firms in 2017 was a landmark event in the investment management industry.2026-04-19
  • M&AIntel CEO Li Bu Tan signed deals with Elon Musk’s Terafab and Google2026-04-18
  • FundingThe most recent competitors to raise funding was AllSpice, which secured $15M in Jun, 2025.2026-04-16
  • M&AA group of investors led by US golfer Bryson DeChambeau have acquired Sportsbox AI, an artificial intelligence (AI) coaching startup.2026-04-09
  • M&ASnap acquired select assets from video game developer and publisher Rec Room to strengthen its immersive and social gaming capabilities.2026-04-08
  • FundingIn General XR News April 2, 2026 – Mojo Vision, a developer of a micro-LED platform designed to enable artificial intelligence (AI) applications, has recently announced that it has secured a USD $17.5 million strategic investment.2026-04-02
  • M&AThe deal includes IBM's LogicNet Plus, Inventory and Product Flow Analyst, and Transportation Analyst products, along with related technology and support teams.2026-03-27
  • M&ADatacor has acquired GoldSim Technology Group to strengthen its advanced analytics and modeling capabilities.2026-03-23

Mergers and acquisitions

Deals from the last 24 months where a AR, VR and Spatial Computing company in the United States was the buyer or the one bought, newest first. “Undisclosed” means the price was never published — not that the deal was worth nothing.

AcquirerTargetDeal valueStatusDate
Microsoft HoloLenstiktokundisclosedRumored2026-08-29
Microsoft HoloLensactivision blizzard$69BPending2026-07-18
Google Glassvodafone ideaundisclosedAnnounced2026-05-28
StreemselerioundisclosedAnnounced2026-05-23
Microsoft HoloLenslondon stock exchange$2BAnnounced2026-05-12
Metamanus$2BAnnounced2026-05-04

Who is listing, hiring leaders, launching and winning work

Details specific event types like IPO filings, leadership changes, product launches, and contract wins for companies in the sector.

IPO pipeline
7 companies listed or filing · last 24 months
  • Virtuix OmniIPO · Nasdaq · VTIX · 3 reportsMar 2026
  • RobloxIPO · 1 reportDec 2025
  • MetaIPO · NASDAQ · META · 3 reportsAug 2025
  • Microsoft HoloLensIPO · NASDAQ · MSFT · 2 reportsJul 2025
  • VersesOTCQB · VRSSD · 1 reportMar 2025
  • zSpaceIPO · ZSPC Proposed · 1 reportNov 2024
  • CadenceOFS · 1 reportSep 2024
Leadership moves
167 tracked people moves · last 12 months
  • KinoTekDr. Darin Padua · Appointment → Scientific AdvisorMay 2026
  • KinoTekDr. Mark Sakr · Appointment → Scientific AdvisorMay 2026
  • RobloxSunil Rao · Appointment → Managing DirectorApr 2026
  • RealWearAndy Lowery · Departure — was Chief Executive OfficerApr 2026
  • Microsoft HoloLensMohak Shroff · Appointment → President of Platforms and Digital WorkApr 2026
  • Microsoft HoloLensCharlie Bell · Promotion — was Cybersecurity leaderApr 2026
  • Microsoft HoloLensRyan Roslansky · Resignation → Executive Vice President at MicrosoftApr 2026
  • RobloxJoost Hagesteijn · Appointment → General Manager for EuropeApr 2026
Product launches
tracked launches · last 12 months
  • Microsoft HoloLens365 E7Apr 2026
  • Microsoft HoloLensCopilot Cowork (Corporate AI Assistance)Apr 2026
  • MetaDigital version of Mark Zuckerberg (Virtual human AI avatar)Apr 2026
  • MetaAI‑Powered Digital Mark Zuckerberg Avatar (Virtual Human / Digital Assistant)Apr 2026
  • MicroVisionMicroVision Global Partner and Reseller Program (Program)Apr 2026
  • Space ConnecteSIM platformMar 2026
  • RazerRazer V4 Pro (Gaming mouse)Mar 2026
  • Space ConnectNational Mobile Registry (NMR) platformMar 2026
Contract wins
95 customer wins · last 24 months
Workforce actions
5 companies cutting roles · last 24 months
  • Meta~8,000 roles reported · cost reductionMay 2026
  • Microsoft HoloLens~7% of workforce reported · cost reductionMay 2026
  • Epic Games~1,000 roles reported · business downturnMay 2026
  • Rec Roomscale undisclosed · cost reductionMar 2026
  • Luminar Technologies~25% of workforce reported · cost reductionDec 2025
Regulatory & litigation
87 regulatory events · 24 tracked suits · 24 months
  • MetaInvestigation commenced — European CommissionApr 2026
  • Metaunwind of acquisition — China’s National Development and Reform Commission (NDRC)Apr 2026
  • Metaacquisition banned and rescinded — China’s National Development and Reform CommissionApr 2026
  • Metaunwind acquisition — China’s National Development and Reform Commission (NDRC)Apr 2026
  • Elon Musk v Samuel Altman, openai, Greg Brockman, microsoftNonprofit status and investment dispute · OngoingMay 2026
  • Elon Musk v openai, microsoftnon-profit status misrepresentation · OngoingApr 2026
Earnings pulse
companies reporting results · last 24 months
27 companies reporting682 company-quarters trackedbeat 274miss 35in line 4

Half of these companies grew revenue faster than +18.0%, half slower.

Who is building AR, VR and Spatial Computing in the United States

Profiles 2,184 founders and CEOs across 1,553 firms, showing top alma maters like Stanford (68) and frequent prior employers such as Microsoft (29).

Founders and chief executives12 of 2,184, from the best-funded companies on this page
Timothy Sweeney
Founder & CEO
Timothy Sweeney

Co-Founder & CEO Cary. University of Maryland

Ross Rosenberg
Chief Executive Officer
Ross Rosenberg

Magic Leap, ex-Rocket Software, ex-Belden, The Wharton School, 1999

David Helgason
Founder & Board Member
David Helgason

Partner - Transition. Københavns Universitet - University of Copenhagen 2001

Fei-Fei Li
Co-Founder & CEO
Fei-Fei Li

Princeton University BA 1999, Caltech PhD 2005

Amit Jain
Co-Founder & CEO
Amit Jain

Ex-Apple, Circle Medical, Product Hunt

David Baszucki
Founder & CEO
David Baszucki

Founder Baszucki Group, The Paley Center for Media, ex-Founder Baszucki and Associates, Founder Knowledge Revolution. Stanford University BS

Kevin Chou
Co-Founder
Kevin Chou
repeat founder

Co-Founder Bright Saver, Gen.G esports, SuperLayer, ex-Rally. University of California Berkeley - Haas School of Business

John Hanke
CEO
John Hanke

Niantic · Ex-Google, Mission Blue · University of California, Berkeley, 1996

Peter Sirota
CEO
Peter Sirota

Ex- Quantcast, Amazon Web Services, Amazon, RealNetworks. Northeastern University, Boston MA BS

O Orhan
Co Founder
O Orhan

Ex- Microsoft, UCF Office of Research and Commercialization. Boğaziçi University 2006, University of Central Florida 2010

Mike Wiemer
Co-Founder & CTO
Mike Wiemer

Ex-Solar Junction · Stanford University 2000, 2001, PhD 2007

Jason Eichenholz
Co-Founder and Chief Technology Officer
Jason Eichenholz

Jonathans Landing, ex-Airehealth, ex-Open Photonics, University of Central Florida, 1998

Where the founders studied
alma mater on record for 382 of 2,184 founders
Stanford University68
Massachusetts Institute of Technology39
University of California (Berkeley)33
Harvard University32
Carnegie Mellon University24
University of Pennsylvania19
Harvard Business School16
Yale University16
Where they worked before
a previous employer on record for 107 of 2,184 founders
Microsoft29
Apple22
Google19
Facebook13
Amazon12
McKinsey6
Intel5
Salesforce3
Founders flagged as repeat founders
of 1,928 founders with a profile on this page
27
carry a repeat-founder flag
  • flagged as repeat founders27
  • no repeat-founder flag1,901
Women and men among the founders
first names matched for 1,963 of 2,184 founders
13%
of matched founders are women
  • women255
  • men1,708
Inferred from first names, using 119 million people who state their own gender: a first name counts only where at least 20 of them share it and at least 90% of those share the same gender. The other 221 founders go in neither column.
Radar

Look up the people behind AR, VR and Spatial Computing companies in the United States

Search founders, executives and operators by company, role and location.

Who funds AR, VR and Spatial Computing in the United States

Summarizes 1,982 funding rounds since 2016 from 2,481 investors, with a typical round size of $2.5 million.

Investor · most active investors since 2016RoundsLedLatest
Y Combinator4916May 2026
HHS47Sep 2025
National Science Foundation41Sep 2024
Andreessen Horowitz3719Jan 2026
Techstars3524Oct 2025
Europa321Dec 2023
The Venture Reality Fund2911Nov 2023
Khosla Ventures208Dec 2025
New Enterprise Associates198Sep 2025
America’s Seed Fund19Nov 2021
Stage mix · rounds since 2016
Seed & Angel841
Series A–B621
Series C+ / PE148
Grants, debt & other372

The typical round is $2.5M — half were bigger, half smaller.

The biggest AR, VR and Spatial Computing funding rounds in the United States

Lists the largest disclosed rounds, including Epic Games' $2 billion Series F, and highlights ten recent large funding events.

CompanyRoundSizeWhenBackers
Epic GamesSeries Fmega-round$2BApr 2022KIRKBI A/S, Sony
Epic GamesSeries Emega-round$1.8BAug 2020Sony, Baillie Gifford, Fidelity Investments +5 more
Epic GamesSeries Fmega-round$1.5BFeb 2024The Walt Disney Company
Epic GamesSeries Emega-round$1.2BOct 2018KKR, Kleiner Perkins, Lightspeed Venture Partners +4 more
Epic GamesSeries Emega-round$1BApr 2021Sony, Fidelity Investments, Baillie Gifford +9 more
World LabsSeries Emega-round$1BFeb 2026Autodesk, AMD, Emerson Collective +2 more
Luma AISeries Cmega-round$900MNov 2025HUMAIN, AMD, Andreessen Horowitz +2 more
Magic LeapSeries Cmega-round$793.5MFeb 2016Alibaba Group, Google, Qualcomm Ventures +5 more
ForteSeries Bmega-round$725MNov 2021Kora, Sea Capital, Huuuge Games +12 more
Magic LeapSeries Bmega-round$542MOct 2014Google, Obvious Ventures, Qualcomm Ventures +11 more
Venture round sizes · 2023–2025
<$1M55
$1–10M121
$10–50M55
$50–250M15
>$250M5

251 venture rounds with a disclosed amount in the window.

Fresh cheques · last 6 months

What the news says about AR, VR and Spatial Computing in the United States

Counts 203,532 news articles in the last year, most often covering AI advances, product launches, technology adoption, and semiconductor updates.

News volume
AR, VR and Spatial Computing coverage across United States · articles per quarter
2021Q2: 23,4932021Q3: 26,8362021Q4: 24,6542022Q1: 31,3652022Q2: 28,2812022Q3: 29,0762022Q4: 31,5942023Q1: 37,6662023Q2: 49,6282023Q3: 38,9172023Q4: 39,5582024Q1: 44,2282024Q2: 41,0232024Q3: 46,8022024Q4: 45,3172025Q1: 67,5862025Q2: 45,1012025Q3: 57,4862025Q4: 44,9012026Q1: 55,520
2021Q22026Q1
peak 67,586 in 2025Q1 · 203,532 articles in the last 12 tracked months
Tone of coverage
share of articles by dominant sentiment (positive / neutral / negative)
202120232025
Positive-tone share moved 76% → 69%, negative 23% → 30% across 2021–2025.

What the coverage is about

The subjects that dominate AR, VR and Spatial Computing news in United States. The arrow shows whether each one is being written about more or less than a year ago.

  • Artificial intelligence advancements32,181▲+40%
  • New product launches and innovations15,637▲+42%
  • Technology adoption and digital transformation14,019▲+32%
  • Semiconductor industry updates13,538▲+51%
  • Latest gadgets and consumer electronics12,556▲+38%
  • Strategic partnerships and collaborations11,437▲+44%
  • Tech policy and government regulations11,069→+1%
  • Mobile operating systems10,865▲+25%
  • Cybersecurity threats and solutions10,115▲+18%
  • Ethical considerations in ai development9,439▲+50%
Most-covered companies · last 12 months

180 AR, VR and Spatial Computing companies here were named in the news over this period.

Prism

Watch AR, VR and Spatial Computing coverage in United States as it happens

Prism follows these subjects story by story — which companies are named, what is said about them and how the tone moves.

Momentum

The words getting louder — and quieter

Which terms are showing up in more stories than a year ago, and which are fading. The percentage is the change in how many articles mention them.

cloud infrastructure+75%ai copyright issues+114%green data centers+58%new gadgets+50%ai liability+192%h-1b visa+979%ip litigation+1045%flagship pricing+41%tech legislation+41%smart glasses+184%
drone defense-40%faa drone rules-55%drone airspace rules-56%anti-drone system-36%political reporting-68%

The pressures the press keeps returning to

Three recurring angles in United States AR, VR and Spatial Computing coverage, and whether each is getting more attention year on year (through 2025).

Regulatory Risk ▲ rising
178,306 articles touch this dimension · 65.4% critical tone
20212025
signals: ai regulation compliance, responsible ai, ai research
Funding Momentum ▲ rising
37,562 articles touch this dimension · 47.4% critical tone
20212025
signals: ai infrastructure financing, neural network ventures, ai hardware
Growth ▲ rising
57,687 articles touch this dimension · 56.0% critical tone
20212025
signals: ai hardware, dc fast-charging deployment, ai research

AR, VR and Spatial Computing jobs in the United States: who is hiring and what they ask for

Reports 6,525 job postings from 303 employers in 12 months, with common skills like Python and React and a median advertised salary of $108 k per year.

6,525postings · last 12 months
9,352postings tracked overall
303employers advertising
$108kmedian advertised salary/yr (n=944)

Demand

The Skills Employers Ask For

What AR, VR and Spatial Computing employers in the United States put in their job ads. The bar is how many postings ask for it; the arrow shows whether demand grew or shrank against the year before.

  • python204
  • typescript119
  • aws102
  • sql101
  • react94
  • salesforce86
  • c++85
  • excel79
  • javascript73
  • kubernetes73
What level are these roles?
Entry39
Intern101
Senior1,100
Lead429
Manager2,025
What they pay, by level
  • Manager$106k/yr (n=306)
  • Senior$150k/yr (n=110)
  • Lead$175k/yr (n=43)
Most advertised titles
  • Sign Language Interpreter Community79
  • Product Designer71
  • Content Designer64
  • Software Engineer46
  • Security Engineer45
  • Data Science Manager, Analytics41

What AR, VR and Spatial Computing research in the United States is working on

Aggregates 6,803 U.S. academic papers, classifying 704 on common problems, 468 on cautions, and 4,670 on opportunities.

How this field talks about itself
United States-affiliated AR, VR and Spatial Computing papers (gold) against all published research (grey)
Promising44.3% · 36.9%1.2×
Breakthrough24.3% · 26.5%≈ par
Descriptive9.7% · 17.4%0.6×
Problem-identifying9.4% · 9.9%≈ par
Cautionary6.9% · 4.4%1.6×
Comparative4.4% · 4.0%≈ par
How the work is done
Empirical43.4%
Methods-led38.1%
Reviews12.7%
Position pieces4.7%
Theoretical1.1%
How the research reads

97% positive · 1% neutral · 2% negative, across 6,803 papers.

The institutions doing the work · United States
  • Stanford University16k
  • Microsoft14k
  • University of Southern California9k
  • University of Central Florida8k
  • Creative Technologies5k
  • Columbia University5k

ranked by how often their work is cited

Leading researchers · United States-affiliated work

Otmar Hilliges · Shahram Izadi · Jeremy N. Bailenson · David Molyneaux · Richard A. Newcombe · Andrew Fitzgibbon · Hrvoje Benko · Albert Rizzo

The most-cited breakthroughs
  • KinectFusion: Real-time dense surface mapping and tracking · 4k cites
  • KinectFusion · 2k cites
  • Coming of age in Second Life: an anthropologist explores the virtually human · 1k cites
  • Local light field fusion · 1k cites
  • VirtualWorlds as Proxy for Multi-object Tracking Analysis · 1k cites
Common problems researchers identify677 papers · 7 recurring themes
Metaverse Interaction Challenges — Common problems researchers identify
Problems · theme 01
Metaverse Interaction Challenges
126 papers · 18.6% of this block
2022: 51 of every 10,000 papers on this subject2023: 79 of every 10,000 papers on this subject2024: 76 of every 10,000 papers on this subject2025: 44 of every 10,000 papers on this subject2022: 51 of every 10,000 papers on this subject2023: 79 of every 10,000 papers on this subject2024: 76 of every 10,000 papers on this subject2025: 44 of every 10,000 papers on this subject▼ -14% share2022→2025 share of research on this subject
Researchers highlight ethical, social, and design difficulties in creating immersive virtual worlds.
Metaverse · Social worlds · Possible world · Human–computer interaction
“The Seven Worlds and Experiences of the Wireless Metaverse: Challenges and Opportunities”
126 of these papers raise it as a problem
AR/VR Development Obstacles — Common problems researchers identify
Problems · theme 02
AR/VR Development Obstacles
118 papers · 17.4% of this block
2022: 771 of every 10,000 papers on this subject2023: 833 of every 10,000 papers on this subject2024: 960 of every 10,000 papers on this subject2025: 501 of every 10,000 papers on this subject2022: 771 of every 10,000 papers on this subject2023: 833 of every 10,000 papers on this subject2024: 960 of every 10,000 papers on this subject2025: 501 of every 10,000 papers on this subject▼ -35% share2022→2025 share of research on this subject
Papers discuss technical and usability hurdles faced when building augmented and virtual reality applications.
Augmented reality · Human–computer interaction · Mixed reality · Virtual reality
“Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities”
118 of these papers raise it as a problem
VR Perception and User Maturity — Common problems researchers identify
Problems · theme 03
VR Perception and User Maturity
108 papers · 16.0% of this block
2022: 2,196 of every 10,000 papers on this subject2023: 2,184 of every 10,000 papers on this subject2024: 2,180 of every 10,000 papers on this subject2025: 2,328 of every 10,000 papers on this subject2022: 2,196 of every 10,000 papers on this subject2023: 2,184 of every 10,000 papers on this subject2024: 2,180 of every 10,000 papers on this subject2025: 2,328 of every 10,000 papers on this subject▲ +6% share2022→2025 share of research on this subject
Studies examine how perception gaps and user experience levels affect virtual reality effectiveness.
Virtual reality · Perception · Athletes · Maturity
“Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance”
108 of these papers raise it as a problem
Rehabilitation VR Effectiveness — Common problems researchers identify
Problems · theme 04
Rehabilitation VR Effectiveness
93 papers · 13.7% of this block
2022: 1,337 of every 10,000 papers on this subject2023: 1,323 of every 10,000 papers on this subject2024: 1,366 of every 10,000 papers on this subject2025: 1,316 of every 10,000 papers on this subject2022: 1,337 of every 10,000 papers on this subject2023: 1,323 of every 10,000 papers on this subject2024: 1,366 of every 10,000 papers on this subject2025: 1,316 of every 10,000 papers on this subject→ -2% share2022→2025 share of research on this subject
Works assess the limits and design considerations of virtual reality for therapeutic and rehabilitation purposes.
Rehabilitation · Virtual reality · Psychological intervention · Physical medicine and rehabilitation
“Considerations in the Efficacy and Effectiveness of Virtual Reality Interventions for Stroke Rehabilitation: Moving the Field Forward”
93 of these papers raise it as a problem
Wearable and Big‑Data Integration — Common problems researchers identify
Problems · theme 05
Wearable and Big‑Data Integration
82 papers · 12.1% of this block
2022: 70 of every 10,000 papers on this subject2023: 69 of every 10,000 papers on this subject2024: 57 of every 10,000 papers on this subject2025: 72 of every 10,000 papers on this subject2022: 70 of every 10,000 papers on this subject2023: 69 of every 10,000 papers on this subject2024: 57 of every 10,000 papers on this subject2025: 72 of every 10,000 papers on this subject▲ +3% share2022→2025 share of research on this subject
Research points to challenges in merging wearable computing, large data streams, and embodied cognition.
Wearable computer · Big data · Plan · Embodied cognition
“Immersive Planning: A Conceptual Model for Designing Public Participation with New Technologies”
82 of these papers raise it as a problem
HCI and Multimedia in VR — Common problems researchers identify
Problems · theme 06
HCI and Multimedia in VR
82 papers · 12.1% of this block
2022: 761 of every 10,000 papers on this subject2023: 810 of every 10,000 papers on this subject2024: 868 of every 10,000 papers on this subject2025: 337 of every 10,000 papers on this subject2022: 761 of every 10,000 papers on this subject2023: 810 of every 10,000 papers on this subject2024: 868 of every 10,000 papers on this subject2025: 337 of every 10,000 papers on this subject▼ -56% share2022→2025 share of research on this subject
Authors identify difficulties in harmonizing human‑computer interaction, graphics, and multimedia within virtual environments.
Human–computer interaction · Virtual reality · Multimedia · Computer graphics
“Sensory VR”
82 of these papers raise it as a problem
VR in Medical Training — Common problems researchers identify
Problems · theme 07
VR in Medical Training
68 papers · 10.0% of this block
2022: 509 of every 10,000 papers on this subject2023: 498 of every 10,000 papers on this subject2024: 406 of every 10,000 papers on this subject2025: 265 of every 10,000 papers on this subject2022: 509 of every 10,000 papers on this subject2023: 498 of every 10,000 papers on this subject2024: 406 of every 10,000 papers on this subject2025: 265 of every 10,000 papers on this subject▼ -48% share2022→2025 share of research on this subject
Papers discuss barriers to adopting virtual reality for medical education and skill development.
Virtual reality · Medical education · Curriculum · Training
“Using virtual reality in medical education to teach empathy”
68 of these papers raise it as a problem
Cautions459 papers · 7 recurring themes
VR Clinical Trial Limitations — Cautions
Cautions · theme 01
VR Clinical Trial Limitations
101 papers · 22.0% of this block
2022: 1,357 of every 10,000 papers on this subject2023: 1,348 of every 10,000 papers on this subject2024: 1,372 of every 10,000 papers on this subject2025: 1,387 of every 10,000 papers on this subject2022: 1,357 of every 10,000 papers on this subject2023: 1,348 of every 10,000 papers on this subject2024: 1,372 of every 10,000 papers on this subject2025: 1,387 of every 10,000 papers on this subject▲ +2% share2022→2025 share of research on this subject
Researchers caution about methodological and safety concerns when applying VR in therapeutic trials.
Virtual reality · Psychological intervention · Rehabilitation · Randomized controlled trial
“The Effect of Virtual Reality on Pain and Range of Motion in Adults With Burn Injuries”
101 of these papers raise it as a problem
Affective Design Risks in VR — Cautions
Cautions · theme 02
Affective Design Risks in VR
101 papers · 22.0% of this block
2022: 759 of every 10,000 papers on this subject2023: 808 of every 10,000 papers on this subject2024: 865 of every 10,000 papers on this subject2025: 334 of every 10,000 papers on this subject2022: 759 of every 10,000 papers on this subject2023: 808 of every 10,000 papers on this subject2024: 865 of every 10,000 papers on this subject2025: 334 of every 10,000 papers on this subject▼ -56% share2022→2025 share of research on this subject
Works warn of challenges in managing emotional responses and multimedia overload in immersive systems.
Human–computer interaction · Virtual reality · Affect · Multimedia
“Current opportunities and challenges of immersive virtual reality for psychological research and application”
101 of these papers raise it as a problem
AR Usability on Mobile — Cautions
Cautions · theme 03
AR Usability on Mobile
82 papers · 17.9% of this block
2022: 792 of every 10,000 papers on this subject2023: 854 of every 10,000 papers on this subject2024: 980 of every 10,000 papers on this subject2025: 559 of every 10,000 papers on this subject2022: 792 of every 10,000 papers on this subject2023: 854 of every 10,000 papers on this subject2024: 980 of every 10,000 papers on this subject2025: 559 of every 10,000 papers on this subject▼ -29% share2022→2025 share of research on this subject
Studies highlight usability and depth‑perception problems for augmented reality on handheld devices.
Augmented reality · Human–computer interaction · Usability · Mobile device
“Designing for Depth Perceptions in Augmented Reality”
82 of these papers raise it as a problem
Rendering Accuracy Concerns — Cautions
Cautions · theme 04
Rendering Accuracy Concerns
60 papers · 13.1% of this block
2022: 2,168 of every 10,000 papers on this subject2023: 2,154 of every 10,000 papers on this subject2024: 2,149 of every 10,000 papers on this subject2025: 2,296 of every 10,000 papers on this subject2022: 2,168 of every 10,000 papers on this subject2023: 2,154 of every 10,000 papers on this subject2024: 2,149 of every 10,000 papers on this subject2025: 2,296 of every 10,000 papers on this subject▲ +6% share2022→2025 share of research on this subject
Papers address how rendering choices impact spatial perception and sensory fidelity in virtual environments.
Virtual reality · Rendering · Perception · Offset
“Elucidating Factors that Can Facilitate Veridical Spatial Perception in Immersive Virtual Environments”
60 of these papers raise it as a problem
VR Educational Effectiveness — Cautions
Cautions · theme 05
VR Educational Effectiveness
52 papers · 11.3% of this block
2022: 283 of every 10,000 papers on this subject2023: 275 of every 10,000 papers on this subject2024: 235 of every 10,000 papers on this subject2025: 128 of every 10,000 papers on this subject2022: 283 of every 10,000 papers on this subject2023: 275 of every 10,000 papers on this subject2024: 235 of every 10,000 papers on this subject2025: 128 of every 10,000 papers on this subject▼ -54% share2022→2025 share of research on this subject
Researchers question the instructional impact and transferability of immersive learning experiences.
Virtual reality · Educational technology · Multimedia · Instructional simulation
“The role of virtual reality in enhancing educational outcomes across disciplines”
52 of these papers raise it as a problem
Robotics and VR Distraction — Cautions
Cautions · theme 06
Robotics and VR Distraction
34 papers · 7.4% of this block
2022: 3,132 of every 10,000 papers on this subject2023: 3,132 of every 10,000 papers on this subject2024: 3,162 of every 10,000 papers on this subject2025: 3,103 of every 10,000 papers on this subject2022: 3,132 of every 10,000 papers on this subject2023: 3,132 of every 10,000 papers on this subject2024: 3,162 of every 10,000 papers on this subject2025: 3,103 of every 10,000 papers on this subject→ -1% share2022→2025 share of research on this subject
Works note potential attentional conflicts when combining robotic or drone stimuli with virtual simulations.
Robot · Drone · Perception · Distraction
“Technical and conceptual considerations for using animated stimuli in studies of animal behavior”
34 of these papers raise it as a problem
Metaverse Knowledge Transfer — Cautions
Cautions · theme 07
Metaverse Knowledge Transfer
29 papers · 6.3% of this block
2022: 194 of every 10,000 papers on this subject2023: 224 of every 10,000 papers on this subject2024: 210 of every 10,000 papers on this subject2025: 207 of every 10,000 papers on this subject2022: 194 of every 10,000 papers on this subject2023: 224 of every 10,000 papers on this subject2024: 210 of every 10,000 papers on this subject2025: 207 of every 10,000 papers on this subject▲ +7% share2022→2025 share of research on this subject
Studies caution about difficulties in moving skills and affordances between virtual and real worlds.
Metaverse · Virtual world · Social media · Knowledge management
“Understanding Online Education in Metaverse: Systems and User Experience Perspectives”
29 of these papers raise it as a problem
Opportunities4,440 papers · 7 recurring themes
VR for Pain and Therapy — Opportunities
Opportunities · theme 01
VR for Pain and Therapy
889 papers · 20.0% of this block
2022: 1,005 of every 10,000 papers on this subject2023: 978 of every 10,000 papers on this subject2024: 966 of every 10,000 papers on this subject2025: 585 of every 10,000 papers on this subject2022: 1,005 of every 10,000 papers on this subject2023: 978 of every 10,000 papers on this subject2024: 966 of every 10,000 papers on this subject2025: 585 of every 10,000 papers on this subject▼ -42% share2022→2025 share of research on this subject
Research shows virtual reality can aid anxiety reduction, pain management, and physical rehabilitation.
Virtual reality · Anxiety · Physical therapy · Physical medicine and rehabilitation
“Virtual reality and neurofeedback as a supportive approach to managing cancer symptoms for patients receiving treatment: A brief report of a”
Advanced Rendering and Workflows — Opportunities
Opportunities · theme 02
Advanced Rendering and Workflows
863 papers · 19.4% of this block
2022: 97 of every 10,000 papers on this subject2023: 100 of every 10,000 papers on this subject2024: 82 of every 10,000 papers on this subject2025: 143 of every 10,000 papers on this subject2022: 97 of every 10,000 papers on this subject2023: 100 of every 10,000 papers on this subject2024: 82 of every 10,000 papers on this subject2025: 143 of every 10,000 papers on this subject▲ +48% share2022→2025 share of research on this subject
Papers explore new rendering techniques and workflow integrations that enhance virtual reality performance.
Rendering · Visualization · Virtual reality · Workflow
“Risk-Based Optimization of Virtual Reality over Terahertz Reconfigurable\n Intelligent Surfaces”
AR/VR for Design and Learning — Opportunities
Opportunities · theme 03
AR/VR for Design and Learning
848 papers · 19.1% of this block
2022: 771 of every 10,000 papers on this subject2023: 833 of every 10,000 papers on this subject2024: 960 of every 10,000 papers on this subject2025: 501 of every 10,000 papers on this subject2022: 771 of every 10,000 papers on this subject2023: 833 of every 10,000 papers on this subject2024: 960 of every 10,000 papers on this subject2025: 501 of every 10,000 papers on this subject▼ -35% share2022→2025 share of research on this subject
Works demonstrate how mixed reality supports educational experiences and design evaluation processes.
Augmented reality · Human–computer interaction · Mixed reality · Visualization
“Augmented Reality and Virtual Reality for Learning: An Examination Using an Extended Technology Acceptance Model”
Collaborative Immersive Visualization — Opportunities
Opportunities · theme 04
Collaborative Immersive Visualization
757 papers · 17.0% of this block
2022: 761 of every 10,000 papers on this subject2023: 810 of every 10,000 papers on this subject2024: 868 of every 10,000 papers on this subject2025: 337 of every 10,000 papers on this subject2022: 761 of every 10,000 papers on this subject2023: 810 of every 10,000 papers on this subject2024: 868 of every 10,000 papers on this subject2025: 337 of every 10,000 papers on this subject▼ -56% share2022→2025 share of research on this subject
Studies present methods for multi‑user data exploration and interaction within virtual reality platforms.
Human–computer interaction · Virtual reality · Computer graphics · Multimedia
“Immersive and collaborative data visualization using virtual reality platforms”
Experiential VR Training — Opportunities
Opportunities · theme 05
Experiential VR Training
591 papers · 13.3% of this block
2022: 303 of every 10,000 papers on this subject2023: 296 of every 10,000 papers on this subject2024: 254 of every 10,000 papers on this subject2025: 164 of every 10,000 papers on this subject2022: 303 of every 10,000 papers on this subject2023: 296 of every 10,000 papers on this subject2024: 254 of every 10,000 papers on this subject2025: 164 of every 10,000 papers on this subject▼ -46% share2022→2025 share of research on this subject
Research highlights virtual reality as a powerful tool for hands‑on skill acquisition and training.
Virtual reality · Training · Multimedia · Experiential learning
“Virtual Reality Simulation”
Metaverse Social and Health Applications — Opportunities
Opportunities · theme 06
Metaverse Social and Health Applications
274 papers · 6.2% of this block
2022: 673 of every 10,000 papers on this subject2023: 737 of every 10,000 papers on this subject2024: 822 of every 10,000 papers on this subject2025: 334 of every 10,000 papers on this subject2022: 673 of every 10,000 papers on this subject2023: 737 of every 10,000 papers on this subject2024: 822 of every 10,000 papers on this subject2025: 334 of every 10,000 papers on this subject▼ -50% share2022→2025 share of research on this subject
Papers investigate avatar‑driven interactions and health‑focused services within emerging virtual worlds.
Metaverse · Social worlds · Human–computer interaction · Avatar
“Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses”
Wearable Haptic Interfaces — Opportunities
Opportunities · theme 07
Wearable Haptic Interfaces
218 papers · 4.9% of this block
2022: 134 of every 10,000 papers on this subject2023: 128 of every 10,000 papers on this subject2024: 114 of every 10,000 papers on this subject2025: 116 of every 10,000 papers on this subject2022: 134 of every 10,000 papers on this subject2023: 128 of every 10,000 papers on this subject2024: 114 of every 10,000 papers on this subject2025: 116 of every 10,000 papers on this subject▼ -13% share2022→2025 share of research on this subject
Works showcase skin‑integrated and wearable haptic technologies that enrich virtual and augmented reality experiences.
Haptic technology · Virtual reality · Actuator · Wearable computer
“Skin‐Integrated Vibrohaptic Interfaces for Virtual and Augmented Reality”

Which of these themes are growing fastest

Tracks how the share of research themes has shifted globally between 2022 and 2025.

Problems
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining sharelosing share
VR Perception and User Maturity▲+6%
Wearable and Big‑Data Integration▲+3%
Rehabilitation VR Effectiveness▼-2%
Metaverse Interaction Challenges▼-14%
AR/VR Development Obstacles▼-35%
VR in Medical Training▼-48%
HCI and Multimedia in VR▼-56%
Cautions
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining sharelosing share
Metaverse Knowledge Transfer▲+7%
Rendering Accuracy Concerns▲+6%
VR Clinical Trial Limitations▲+2%
Robotics and VR Distraction▼-1%
AR Usability on Mobile▼-29%
VR Educational Effectiveness▼-54%
Affective Design Risks in VR▼-56%
Opportunities
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining sharelosing share
Advanced Rendering and Workflows▲+48%
Wearable Haptic Interfaces▼-13%
AR/VR for Design and Learning▼-35%
VR for Pain and Therapy▼-42%
Experiential VR Training▼-46%
Metaverse Social and Health Applications▼-50%
Collaborative Immersive Visualization▼-56%
Prism

Go deeper on AR, VR and Spatial Computing research and innovation

Research themes, patent activity and the companies commercialising them, in one place.

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Track AR, VR and Spatial Computing in the United States beyond this page

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About this data: built from Fliar's company, founder, funding, hiring, jobs, news and research trackers, covering the United States. Counts are of companies we track, not of every company that exists. Updated August 2026.
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