Spatial computing
Spatial computing was defined in 2003 by Simon Greenwold, as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces".
With the advent of consumer virtual reality, augmented reality, and mixed reality, companies such as Microsoft and Magic Leap use "spatial computing" in reference to the practice of using physical actions as inputs for interactive digital media systems, with perceived 3D physical space as the canvas for video, audio, and haptic outputs.