The Epicenter of Spatial Intelligence
For Humans. For Machines. For All.
Same challenge, two communities
XR and physical AI have both spent decades teaching technology to understand the real world. XR has given people new ways to perceive and interact with their surroundings: mapping rooms, tracking hands and eyes, anchoring digital content to real places, and building digital twins of factories and cities. Physical AI has given machines the ability to perceive, understand, and act in that same world, through robots, drones, vehicles, and intelligent infrastructure.
Both are building spatial intelligence: XR builds it for people. Physical AI builds it for machines.
Now AI is accelerating both, and they are running into the same problems. They rarely sit in the same room.
That changes in June 2027, when AWE and Physical AI World come together in Long Beach as one epicenter of spatial intelligence.
Humans at the center
The future of physical AI is not only about machines replacing people in dull, dirty and dangerous situations. It is people and intelligent machines working together, with humans in the loop to supervise fleets, teach machines new tasks, and make the judgment calls machines must not make alone.
XR is a natural interface between them. Through a headset or AI glasses, a worker can see what a machine sees, direct it with a glance or a gesture, train it by demonstration, and step in remotely when something goes wrong.
XR also makes spatial intelligence visible. Instead of viewing a machine's understanding of an industrial scene on a flat monitor, you can see what it perceives, visualize its analysis of the situation, and how it proposes to react, and allow the human to direct the outcome. Spatial intelligence deserves a spatial interface.
Same problems, different vocabularies
XR and physical AI are working on the same hard problem: helping technology understand and act in 3D space. They have been solving it in parallel, often under different names.
XR has spent decades on tracking people, mapping rooms, and anchoring content to real places. Physical AI has spent decades on navigation, manipulation, and acting safely in unpredictable environments. Each field holds answers to the other needs.
The exchange runs both ways. Smart glasses capture first-person data that can help teach machines how people do tasks. Simulation and world models built for machines can make virtual environments richer. And XR can show people what a machine perceives and plans, right where it happens. ( Here’s just one example. )
Teams that talk to each other stop solving the same problem twice. Your next partner, or your next customer, may come from the other side of the same coin.
The market is already moving
The industry's biggest players are already seeing the convergence between XR and Physical AI. In 2025, Meta began building humanoid robots inside Reality Labs, the same division that makes its headsets and AI glasses. Anduril took over the U.S. Army's HoloLens-based IVAS program from Microsoft and partnered with Meta on mixed reality for the battlefield. Niantic sold its games business and spun out Niantic Spatial to build geospatial AI for both people and machines.
Each move suggests the same thing: the companies with the deepest spatial expertise see XR and physical AI belonging together.
Follow the enterprise customer
Our enterprise community spans manufacturers, automakers, logistics leaders, aerospace companies, retailers, hospitals, and governments. They don't organize their challenges around a particular technology silo. They have problems to solve: safer warehouses, faster production lines, better-trained workforces. Sometimes the answer is XR. Sometimes it is physical AI. Increasingly, it is both.
Under one roof, enterprise leaders can explore the entire spatial intelligence stack, from augmenting the human to empowering the machine.
And the people building it finally meet. A robotics engineer meets an XR company with mapping technology worth borrowing. An XR founder meets the robotics company that could become their biggest customer. An enterprise deploying robots discovers how smart glasses keep its workforce in the loop. Same enterprise problems, different expertise. That is why we want these communities to converge.
Building the future we choose
Spatial intelligence will transform how we work, move, heal, learn, and build. But with this transformation come critical questions about safety, privacy, jobs, and who stands to benefit from these technological advances.
Those questions are best answered collectively and openly by a diverse range of voices from across the ecosystem.
So we are making a few commitments. Humans come first. Machines should serve people, not completely replace their judgment. The benefits should reach workers and communities, not only balance sheets. And responsibility is a design principle from day one, not a checkbox at the end.
XR builds spatial intelligence for people. Physical AI builds it for machines. Together, they put it in the service of people. Whether together they make the world better depends on the choices we make now, and on who is in the room when we make them.
So let's get everyone in the same room.
Join us June 14–17, 2027, in Long Beach, California.
Two events. Two communities. One physical world.
AWE + Physical AI World
The Epicenter of Spatial Intelligence.
For Humans. For Machines. For All.
XR + Physical AI Glossary
XR and physical AI share much of their spatial vocabulary, and where they don't, they often use different words for closely related ideas. This glossary pairs each XR term with its physical AI counterpart and explains how the two connect.
Each pair carries one of four labels
- Samethe identical term, with the identical meaning.
- Same ideadifferent words for the same concept.
- Relatedthe same underlying problem, with a different emphasis or purpose.
- Complementarytwo halves of one picture, where XR serves people and physical AI serves machines.
Foundations
Spatial intelligence
Spatial intelligence
SameThe unifying idea: perceiving, understanding, reasoning about, and acting in 3D space. XR applies it for people; physical AI applies it for machines.
Spatial computing
Physical AI / embodied AI
RelatedBoth bring computing into the physical world. Spatial computing centers on how people interact with it; physical AI centers on machines that perceive and act in it.
Computer vision
Computer vision
SameSoftware that interprets images and video. XR uses it to place content and read gestures; robots use it to decide what to do next.
Scene understanding
Scene understanding / semantic perception
SameIdentifying objects, surfaces, people, and how they relate. XR needs it to place content believably; robots need it to act safely.
Semantic mapping
Semantic mapping
SameA map that carries meaning as well as geometry: not just "something is here," but "this is a door, a table, a person."
World understanding
World model
RelatedXR world understanding describes what is in the environment right now. An AI world model also predicts how the environment behaves and changes, especially after an action.
Contextual computing
Context-aware AI
Same ideaSystems that adapt their behavior to what the person, the machine, or the environment is doing at the moment.
Sensing and tracking
Depth sensing
Depth perception
Same ideaMeasuring distance with stereo cameras, lidar, time-of-flight, or structured light. XR uses it to place content on real surfaces; robots use it to navigate and grasp.
Point cloud
Point cloud
SameA set of 3D points captured from a scene; the raw input for reconstruction, mapping, and perception in both fields.
Sensor fusion
Sensor fusion
SameCombining cameras, motion sensors (IMUs), depth, and other inputs into one estimate that holds up when any single sensor struggles.
Inside-out tracking
Visual-inertial odometry (VIO)
RelatedInside-out tracking is an XR design choice: the sensors sit on the device, not in the room. VIO, which fuses camera images with motion sensors, is the technique that often powers it, and the same technique keeps drones and robots oriented.
6DoF tracking
6DoF pose estimation
Same ideaPosition (x, y, z) and orientation (pitch, yaw, roll) in 3D space. XR tracks the head, hands, and controllers; robots track themselves, their arms, and the objects they handle.
Positional tracking
Localization
Same ideaBoth answer "Where am I?" XR tends to say tracking; robotics says localization.
SLAM
SLAM
SameSimultaneous localization and mapping: building a map while tracking your position in it. One of the clearest technical overlaps; the same algorithms run in headsets, robots, drones, and vehicles.
Relocalization
Global localization
Same ideaFinding your position on a known map at startup or after losing track. Robotics calls the hardest version the "kidnapped robot" problem.
Visual positioning system (VPS)
Visual localization
Same ideaFinding a precise position by matching what the camera sees against a prebuilt map, useful outdoors where GPS is not precise enough.
Object tracking
Object tracking
SameIdentifying an object and following its position and motion over time.
Calibration
Calibration
SameMeasuring each sensor's properties and how the sensors sit relative to each other. Without it, virtual content drifts and robot arms miss their targets.
Field of view (FOV)
Sensor field of view
Same ideaThe same geometry. In XR it usually means what the person sees through the display; in robotics, what a sensor can perceive.
Passthrough
Camera feed / robot perception
RelatedThe same kind of sensor stream with a different audience: XR shows it to a person, while a robot feeds it into perception models.
Mapping, capture, and space
Spatial mapping
Mapping
Same ideaCreating a digital representation of a physical space, fundamental to both fields.
Spatial mesh
Environment mesh / 3D reconstruction
Same ideaA surface model of the surroundings. XR uses it for occlusion and physics; robots use it for path planning and collision checks.
Reality capture
Environment reconstruction
Same ideaCapturing a real place or object as a machine-readable 3D model.
Photogrammetry
3D reconstruction
RelatedPhotogrammetry is one method of 3D reconstruction: rebuilding geometry from many overlapping photos.
NeRF / Gaussian splatting
Neural scene representation
Same ideaLearned representations of real places that render photorealistically. XR uses them for viewing and sharing; physical AI uses them as realistic training scenes.
Spatial anchor
Landmark / map anchor
Same ideaA persistent reference point that ties information to a physical location.
Persistent AR
Persistent map / world model
Same ideaRemembering a space across sessions and over time instead of rediscovering it each time.
AR cloud
Shared map / fleet map
Same ideaOne persistent map that many devices or robots share and keep up to date.
Occlusion
Occlusion reasoning
RelatedThe same phenomenon for different purposes: XR must hide virtual objects behind real ones, while robots must reason about what they cannot see.
Room scale
Operational workspace
Same ideaThe physical area a user or a robot can safely move and work in.
Guardian / boundary
Geofence / safety zone
Same ideaA defined boundary that a person or machine must stay inside, or outside.
Simulation, twins, and data
Digital twin
Digital twin
SameA virtual replica of a real asset, facility, or process, connected to real-world data. XR lets people walk through and review it at human scale; physical AI uses it to simulate, monitor, and control.
Virtual environment
Simulation environment
Same ideaOften the same technical artifact seen through different use cases: an experience for people, a training ground for machines.
Simulation
Simulation
SameXR simulates environments for people to experience; physical AI relies on simulation to develop, train, and test machines before they touch the real world.
Synthetic data
Synthetic data
SameData generated from simulated worlds to train perception and AI systems without capturing everything in reality.
XR training
Robot training / sim training
ComplementaryThe same simulated world can train both people and machines, one of the strongest convergence stories.
Egocentric data
Egocentric data
SameFirst-person video and sensor data. Smart glasses capture it naturally, and robotics teams increasingly use it to teach robots how people do tasks.
Volumetric capture
Demonstration recording
RelatedBoth record real human movement in 3D. XR replays it for viewers; robotics uses it as examples for robots to learn from.
Humans and machines together
Interaction
Action / manipulation
RelatedXR asks how a person interacts with the environment; robotics asks how a machine acts on it and manipulates it.
Hand tracking
Human pose estimation / motion retargeting
RelatedThe same vision problem: locating hands and joints. XR turns it into input; robotics also retargets captured human motion onto a robot's hands.
Eye tracking
Gaze estimation / intent prediction
RelatedBoth work out where a person is looking. XR uses it for input and rendering; robots use it to anticipate what a person will do next.
Haptics
Force and tactile sensing
ComplementaryXR delivers touch to people; robots sense touch themselves. In teleoperation they meet: the robot senses force, and the operator feels it.
Controller / hand input
Teleoperation
RelatedXR input devices can become intuitive robot controls; precision teleoperation often uses a matching "leader" arm.
Telepresence
Teleoperation
RelatedTelepresence puts a person virtually somewhere else; teleoperation lets them act there through a machine.
Remote assist
Human-in-the-loop / exception handling
Same ideaA person stepping in remotely when a worker or a machine needs judgment.
User
Human-in-the-loop
ComplementaryXR starts with the human as the user. Physical AI increasingly needs ways for people to supervise, guide, and intervene.
Spatial UI
Human-robot interface (HRI)
RelatedBoth design how people interact with information and physical systems. XR can become the interface through which people understand and direct physical AI.
AR visualization
Explainability and visualization
ComplementaryAR can show what a machine perceives, predicts, or plans, right where it will happen.
Avatar / presence
Embodiment
RelatedXR represents a person in a digital space and asks whether they feel there. Embodied AI describes intelligence acting through a physical body. Related ideas, running in opposite directions.
Multi-user XR / shared spatial experience
Multi-agent coordination
Same ideaSeveral people or machines sharing and coordinating within one space.
Spatial audio
Acoustic localization
ComplementaryXR places sounds in space for people to hear; robots locate and interpret the sources of sounds.
Smart glasses
Wearable AI / human augmentation
RelatedSmart glasses give people machine perception and intelligence, the parallel path to giving machines those abilities.
Human augmentation
Machine autonomy
ComplementaryXR makes people more capable; physical AI makes machines more capable. Where they meet is human-machine collaboration.
Platforms and performance
OpenXR / XR standards
ROS / robotics middleware
RelatedNot equivalents, but they play the same role: shared layers that reduce fragmentation and let developers build across hardware.
XR runtime
Robot runtime / middleware
RelatedThe software layer between applications and hardware. Different stacks, similar architectural role.
Edge AI / on-device inference
Edge AI / on-device inference
SameRunning AI models on the device rather than in the cloud, for speed and privacy on glasses and for real-time decisions on robots.
Motion-to-photon latency
Control-loop latency
Same ideaThe time from sensing a change to responding to it. Too slow in XR causes motion sickness; too slow in a robot causes unstable or unsafe motion.
Experience
Task / policy
RelatedXR developers design experiences; robotics teams define tasks and train the policies that determine how a machine behaves.
