The Physical AI World Manifesto

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.

Reference

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

Same

The 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

Related

Both 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

Same

Software 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

Same

Identifying objects, surfaces, people, and how they relate. XR needs it to place content believably; robots need it to act safely.

Semantic mapping

Semantic mapping

Same

A 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

Related

XR 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 idea

Systems 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 idea

Measuring 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

Same

A set of 3D points captured from a scene; the raw input for reconstruction, mapping, and perception in both fields.

Sensor fusion

Sensor fusion

Same

Combining 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)

Related

Inside-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 idea

Position (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 idea

Both answer "Where am I?" XR tends to say tracking; robotics says localization.

SLAM

SLAM

Same

Simultaneous 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 idea

Finding 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 idea

Finding 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

Same

Identifying an object and following its position and motion over time.

Calibration

Calibration

Same

Measuring 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 idea

The 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

Related

The 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 idea

Creating a digital representation of a physical space, fundamental to both fields.

Spatial mesh

Environment mesh / 3D reconstruction

Same idea

A 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 idea

Capturing a real place or object as a machine-readable 3D model.

Photogrammetry

3D reconstruction

Related

Photogrammetry is one method of 3D reconstruction: rebuilding geometry from many overlapping photos.

NeRF / Gaussian splatting

Neural scene representation

Same idea

Learned 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 idea

A persistent reference point that ties information to a physical location.

Persistent AR

Persistent map / world model

Same idea

Remembering a space across sessions and over time instead of rediscovering it each time.

AR cloud

Shared map / fleet map

Same idea

One persistent map that many devices or robots share and keep up to date.

Occlusion

Occlusion reasoning

Related

The 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 idea

The physical area a user or a robot can safely move and work in.

Guardian / boundary

Geofence / safety zone

Same idea

A defined boundary that a person or machine must stay inside, or outside.

Simulation, twins, and data

Digital twin

Digital twin

Same

A 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 idea

Often the same technical artifact seen through different use cases: an experience for people, a training ground for machines.

Simulation

Simulation

Same

XR 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

Same

Data generated from simulated worlds to train perception and AI systems without capturing everything in reality.

XR training

Robot training / sim training

Complementary

The same simulated world can train both people and machines, one of the strongest convergence stories.

Egocentric data

Egocentric data

Same

First-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

Related

Both 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

Related

XR 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

Related

The 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

Related

Both 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

Complementary

XR 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

Related

XR input devices can become intuitive robot controls; precision teleoperation often uses a matching "leader" arm.

Telepresence

Teleoperation

Related

Telepresence puts a person virtually somewhere else; teleoperation lets them act there through a machine.

Remote assist

Human-in-the-loop / exception handling

Same idea

A person stepping in remotely when a worker or a machine needs judgment.

User

Human-in-the-loop

Complementary

XR 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)

Related

Both 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

Complementary

AR can show what a machine perceives, predicts, or plans, right where it will happen.

Avatar / presence

Embodiment

Related

XR 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 idea

Several people or machines sharing and coordinating within one space.

Spatial audio

Acoustic localization

Complementary

XR places sounds in space for people to hear; robots locate and interpret the sources of sounds.

Smart glasses

Wearable AI / human augmentation

Related

Smart glasses give people machine perception and intelligence, the parallel path to giving machines those abilities.

Human augmentation

Machine autonomy

Complementary

XR 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

Related

Not equivalents, but they play the same role: shared layers that reduce fragmentation and let developers build across hardware.

XR runtime

Robot runtime / middleware

Related

The software layer between applications and hardware. Different stacks, similar architectural role.

Edge AI / on-device inference

Edge AI / on-device inference

Same

Running 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 idea

The 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

Related

XR developers design experiences; robotics teams define tasks and train the policies that determine how a machine behaves.