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市場調查報告書

擴增實境 (AR) 、虛擬實境 (AR)的全球市場分析、預測:2016-2022年

Global Augmented Reality and Virtual Reality Market: Analysis & Forecast 2016-2022

出版商 BIS Research 商品編碼 366658
出版日期 內容資訊 英文 151 Pages
商品交期: 最快1-2個工作天內
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擴增實境 (AR) 、虛擬實境 (AR)的全球市場分析、預測:2016-2022年 Global Augmented Reality and Virtual Reality Market: Analysis & Forecast 2016-2022
出版日期: 2016年08月12日 內容資訊: 英文 151 Pages
簡介

預計全球擴增實境 (AR) 、虛擬實境 (AR) 市場規模,從2016年到2022年各以85.4%、44.5%的年複合成長率擴大。該成長,是由於消費者之間對這些技術相關認識高漲,各種垂直產業上AR、VR的大規模的引進,及以未來的應用為目標創造複合現實感 (MR) 的AR和VR的整合。

本報告提供全球擴增實境 (AR) 、虛擬實境 (AR) 市場的調查,市場成長的各種影響因素及市場機會、產業的魅力分析,相關經營者的各種競爭策略,各設備類型、零組件、技術、應用、地區/主要國家的市場規模的變化與預測,以及主要企業的簡介等彙整。

摘要整理

第1章 調查範圍、調查手法

第2章 市場動態

  • 簡介
  • 市場成長的促進要素
    • 智慧型手機、平板電腦存在感的確立
    • 高的移動性、多用途性
    • 大規模技術企業的關注高漲
    • 技術進步
  • 市場成長的阻礙要素
    • 健康問題
    • 用戶的隱私的課題
    • 全球經濟的減速
  • 市場機會
    • 應用的可能性
    • 企業AR、VR解決方案
    • AR、VR的整合所創造的混合實際

第3章 競爭考察

  • 主要策略、發展趨勢
  • 擴增實境 (AR) 市場上主要企業分析
  • 虛擬實境 (AR) 市場上主要企業分析
  • 產業的魅力
    • 元件供應商分析
    • 技術供應商分析
    • 設備供應商分析
  • AR市場上未來趨勢、發展
    • 尺寸規格
    • 企業需求的增加
    • 虛擬遊樂場應用
    • 低的價格點
    • 手勢、觸覺介面控制
  • AR、VR市場上主要企業的R&D分析

第4章 擴增實境 (AR) 、虛擬實境 (AR) 市場分析:各設備類型

  • 簡介
  • AR市場:各設備類型
  • VR市場:各設備類型

第5章 擴增實境 (AR) 、虛擬實境 (AR) 市場分析:各零件

  • 市場概要
  • AR、VR所使用的硬體設備
    • 感測器
    • 顯示器
    • 3D相機
    • 半導體零組件
  • AR、VR所使用的軟體

第6章 擴增實境 (AR) 、虛擬實境 (AR) 所使用的技術

  • AR所使用的技術
    • 標記型AR
    • 無標記型AR
  • VR所使用的技術
    • 非身臨其境型VR
    • 半身臨其境型VR
    • 完全身臨其境型VR

第7章 擴增實境 (AR) 、虛擬實境 (AR) 市場分析:各應用領域

  • AR市場分析:各應用領域
    • 消費者
    • 商業
    • 航太
    • 醫療
    • 企業
    • 其他
  • VR市場分析:各應用領域
    • 航太、防衛
    • 消費者
    • 醫療
    • 商業
    • 企業

第8章 擴增實境 (AR) 、虛擬實境 (AR) 市場分析:各地區

  • 簡介
  • 北美的AR、VR市場
  • 歐洲的AR、VR市場
  • 亞太地區 (APAC)的AR、VR市場
  • 其他 (RoW)的AR、VR市場

第9章 企業簡介

  • 簡介
  • Samsung Electronics Co, Ltd.
    • 企業概要
    • 財務
    • SWOT分析
  • Microsoft Corporation
  • Google Inc.
  • Seiko Epson
  • HTC Corporation
  • Intel Corporation
  • Qualcomm Inc.
  • Himax Technologies
  • Vuzix Corporation
  • Oculus VR, LLC
  • Osterhout Design Group (ODG)
  • Wikitude GMBH
  • Daqri LLC
  • EON Reality
  • Magic Leap, Inc.
  • Infinity Augmented Reality, Inc.
  • Cyberglove Systems LLC
  • Meta Company

圖表

目錄
Product Code: ES13

Augmented Reality (AR) and Virtual Reality (VR) technologies continue to gain immense popularity with increasing revenue at a global level. A definite presence of smart phones and tablet computers, high mobility and versatility, an increasing interest of large tech corporations, and technological advancement has led to the widespread emergence of the global AR and VR market. The global AR and VR market is estimated to witness growth at a CAGR of 85.4% and 44.5% respectively over the period of 2016 to 2022. This growth rate is expected due to increase in the awareness about these technologies among the consumers, mass scale adoption of AR and VR in various industry verticals, and integration of AR and VR to create mixed reality for future applications.

The U.S. generated the maximum amount of revenue in the year 2015 in the global AR and VR industry as compared to other countries, whereas India has the maximum potential to grow in the forecast period. The US has always been on the forefront of the world map when it comes to technological advancement. Like other disruptive technologies, virtual reality and augmented reality has also extended its roots onto the US market. In terms of hardware segment most of the prominent companies are US based, giving significant impetus to the growth of this market in the US as well as the whole of North America.

The most often used strategy for developing a better hold on to the market has been through product launches, followed by partnerships and collaborations. Moreover, the company profiles section includes highlights of significant information about the key companies involved along with their financial positions. Some of the key players involved in this market are Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.

The report is a compilation of different segments of global AR and VR market including a market breakdown by device type, component, and application. The report also discusses in detail about the key participants involved in the industry.

The report answers the following questions about the global AR and VR market:

  • What are the prevailing components, and device types in AR and VR?
  • What are the different application areas of AR and VR technologies?
  • What are the different factors driving the market forward in the forecast period?
  • What are the factors restraining the growth of global AR and VR market?
  • Who are the major participants in the global AR and VR market?
  • What kind of new strategies are being adopted by the existing market players to make a stronger mark in the industry?
  • Which region will lead the global AR and VR market by the end of forecast period?

Table of Contents

Executive Summary

1. Research Scope and Methodology

  • 1.1. Scope of the Report
  • 1.2. Global Augmented Reality and Virtual Reality Market Research Methodology
    • 1.2.1. Assumptions and Limitations
    • 1.2.2. Primary Research
    • 1.2.3. Secondary Research
    • 1.2.4. Data Triangulation
    • 1.2.5. Data Analysing & Market Estimation
  • 1.2.5.1. Top-down Approach
  • 1.2.5.2. Bottom-up Approach

2. Market Dynamics

  • 2.1. Introduction
  • 2.2. Market Drivers
    • 2.2.1. Established Presence of Smart Phones and Tablet Computers
    • 2.2.2. High Mobility and Versatility
    • 2.2.3. Increasing Interest of Large Tech Corporations
    • 2.2.4. Technological Advancements
  • 2.3. Restraints
    • 2.3.1. Health Concerns
    • 2.3.2. Privacy Issues of the Users
    • 2.3.3. Global Economic Slowdown
  • 2.4. Opportunities
    • 2.4.1. Application Potential
    • 2.4.2. Enterprise AR and VR Solutions
    • 2.4.3. Integration of AR and VR to Create Mixed Reality

3. Competitive Insights

  • 3.1. Key Developments and Strategies
    • 3.1.1. New Product Launches and Developments
    • 3.1.2. Mergers and Acquisitions
    • 3.1.3. Business Expansion and Certification
    • 3.1.4. Partnerships, Joint Ventures, Collaborations and Contracts
    • 3.1.5. Others
  • 3.2. Analysis of Leading Players in Augmented Reality Market
  • 3.3. Analysis of Leading Players in Virtual Reality Market
  • 3.4. Industry Attractiveness
    • 3.4.1. Component Supplier Analysis
    • 3.4.2. Technology Supplier Analysis
    • 3.4.3. Device Supplier Analysis
  • 3.5. Future Trends and Developments in Augmented Reality Market
    • 3.5.1. Form Factor
    • 3.5.2. Increase in Enterprise Demand
    • 3.5.3. Virtual Playground Applications
    • 3.5.4. Lower Price Point
    • 3.5.5. Mixed Reality
    • 3.5.6. Gesture and Haptics Control
  • 3.6. R&D Analysis of Leading Players in Augmented Reality and Virtual Reality Market

4. Augmented Reality and Virtual Reality Market Breakdown, by Device Type

  • 4.1. Introduction
  • 4.2. Augmented Reality Market by Device Type
    • 4.2.1. Head Mounted Displays (HMDs)
    • 4.2.2. Head up Displays (HUDs)
  • 4.3. Virtual Reality Market by Device Type
    • 4.3.1. HMD (Head Mounted Display)
    • 4.3.2. Projection Based VR Devices (CAVE)
    • 4.3.3. Gesture Based VR Devices

5. Augmented Reality and Virtual Reality Market Breakdown by Component

  • 5.1. Market Overview
  • 5.2. Hardware Used in Augmented Reality and Virtual Reality
    • 5.2.1. Sensors
    • 5.2.2. Displays
    • 5.2.3. 3D Camera
    • 5.2.4. Semiconductor Components
  • 5.3. Software Used in Augmented Reality and Virtual Reality

6. Technologies Used in Augmented Reality and Virtual Reality

  • 6.1. Technologies Used in Augmented Reality
    • 6.1.1. Marker-based AR
    • 6.1.2. Marker-less AR
  • 6.2. Technologies Used in Virtual Reality
    • 6.2.1. Non Immersive VR
    • 6.2.2. Semi Immersive VR
    • 6.2.3. Fully Immersive VR

7. Augmented Reality and Virtual Reality Market Breakdown, by Application

  • 7.1. Augmented Reality Market Breakdown by Application
    • 7.1.1. Consumer Applications
    • 7.1.2. Commercial Applications
    • 7.1.3. Aerospace and Defence
    • 7.1.4. Healthcare
    • 7.1.5. Enterprise Applications
    • 7.1.6. Others
  • 7.2. Virtual Reality Market Breakdown by Application
    • 7.2.1. Aerospace and Defence
    • 7.2.2. Consumer Applications
    • 7.2.3. Healthcare
    • 7.2.4. Commercial Applications
    • 7.2.5. Enterprise Application of VR

8. Augmented Reality and Virtual Reality Market Breakdown, by Geography

  • 8.1. Introduction
  • 8.2. North America AR and VR Market by Country
  • 8.3. Europe AR and VR Market by Country
  • 8.4. Asia Pacific (APAC) AR and VR Market by Country
  • 8.5. Rest of the World (ROW) AR and VR Market by Country

9. Company Profiles

  • 9.1. Introduction
  • 9.2. Samsung Electronics Co, Ltd.
    • 9.2.1. Company Overview
    • 9.2.2. Financials
      • 9.2.2.1. Overall Financials
      • 9.2.2.2. Geographic Revenue Mix
      • 9.2.2.3. Business Segment Revenue Mix
      • 9.2.2.4. Financial Summary
    • 9.2.3. Swot Analysis
  • 9.3. Microsoft Corporation
    • 9.3.1. Company Overview
    • 9.3.2. Financials
      • 9.3.2.1. Overall Financials
      • 9.3.2.2. Geographic Revenue Mix
      • 9.3.2.3. Business Segment Revenue Mix
      • 9.3.2.4. Financial Summary
    • 9.3.3. Swot Analysis
  • 9.4. Google Inc.
    • 9.4.1. Company Overview
    • 9.4.2. Financials
      • 9.4.2.1. Overall Financials
      • 9.4.2.2. Geographic Revenue Mix
      • 9.4.2.3. Business Segment Revenue Mix
      • 9.4.2.4. Financial Summary
    • 9.4.3. Swot Analysis
  • 9.5. Seiko Epson Corporation
    • 9.5.1. Company Overview
    • 9.5.2. Financials
      • 9.5.2.1. Overall Financials
      • 9.5.2.2. Geographic Revenue Mix
      • 9.5.2.3. Business Segment Revenue Mix
      • 9.5.2.4. Financial Summary
    • 9.5.3. Swot Analysis
  • 9.6. HTC Corporation
    • 9.6.1. Company Overview
    • 9.6.2. Financials
      • 9.6.2.1. Overall Financials
      • 9.6.2.2. Geographic Revenue Mix
      • 9.6.2.3. Financial Summary
    • 9.6.3. Swot Analysis
  • 9.7. Intel Corporation
    • 9.7.1. Company Overview
    • 9.7.2. Financials
      • 9.7.2.1. Overall Financials
      • 9.7.2.2. Geographic Revenue Mix
      • 9.7.2.3. Business Segment Revenue Mix
      • 9.7.2.4. Financial Summary
    • 9.7.3. Swot Analysis
  • 9.8. Qualcomm Inc.
    • 9.8.1. Company Overview
    • 9.8.2. Financials
      • 9.8.2.1. Overall Financials
      • 9.8.2.2. Geographic Revenue Mix
      • 9.8.2.3. Business Segment Revenue Mix
      • 9.8.2.4. Financial Summary
    • 9.8.3. Swot Analysis
  • 9.9. Himax Technologies
    • 9.9.1. Company Overview
    • 9.9.2. Financials
      • 9.9.2.1. Overall Financials
      • 9.9.2.2. Geographic Revenue Mix
      • 9.9.2.3. Business Segment Revenue Mix
      • 9.9.2.4. Financial Summary
    • 9.9.3. Swot Analysis
  • 9.10. Vuzix Corporation
    • 9.10.1. Company Overview
      • 9.10.1.1. Overall Financials
      • 9.10.1.2. Business Segment Revenue Mix
      • 9.10.1.3. Financial Summary
    • 9.10.2. Swot Analysis
  • 9.11. Oculus VR, LLC
    • 9.11.1. Company Overview
  • 9.12. Osterhout Design Group (ODG)
    • 9.12.1. Company Overview
  • 9.13. Wikitude GMBH
    • 9.13.1. Company Overview
  • 9.14. Daqri LLC
    • 9.14.1. Company Overview
  • 9.15. EON Reality
    • 9.15.1. Company Overview
  • 9.16. Magic Leap, Inc.
    • 9.16.1. Company Overview
  • 9.17. Infinity Augmented Reality, Inc.
    • 9.17.1. Company Overview
  • 9.18. Cyberglove Systems LLC
    • 9.18.1. Company Overview
  • 9.19. Meta Company
    • 9.19.1. Company Overview

List of Table

  • Table 3.1: New Product Launches and Developments
  • Table 3.2: Key Mergers and Acquisitions
  • Table 3.3: Key Business Expansion
  • Table 3.4: Key Partnerships, Joint Ventures and Collaborations
  • Table 3.5: Other Developments and Recognitions
  • Table 4.1: Global AR Market Breakdown by Device Type
  • Table 4.2: Key Developments in HMDs and Smart Glasses Market
  • Table 4.3: Competitiveness Index of HMD Manufacturers
  • Table 4.4: Competitiveness Index for AR HUD Manufacturers
  • Table 4.5: Global VR Market Breakdown by Device Type
  • Table 4.6: Key Developments in the HMD Market
  • Table 4.7: Competitiveness Index of HMD Market
  • Table 4.8: Key Developments for Projection based VR Devices
  • Table 4.9: Companies for Gesture Control Devices and their Products
  • Table 5.1: Augmented Reality and Virtual Reality Market Breakdown by Component
  • Table 5.2: Augmented Reality and Virtual Reality Market Breakdown by Hardware
  • Table 5.3: Top SDKs in the Market
  • Table 6.1: Qualitative Performance of Different Technologies Used in VR
  • Table 7.1: Augmented Reality Market Breakdown by Application
  • Table 7.2: Augmented Reality Market Breakdown by Application
  • Table 8.1: North America AR Market by Country
  • Table 8.2: North America VR Market by Country
  • Table 8.3: Europe AR Market by Country
  • Table 8.4: Europe VR Market by Country
  • Table 8.5: APAC AR Market by Country
  • Table 8.6: APAC VR Market by Country
  • Table 8.7: ROW AR Market by Country
  • Table 8.8: ROW VR Market by Country

List of Figure

  • Figure 1: Global AR and VR Market
  • Figure 2: Global AR and VR Market by Device Type
  • Figure 3: Global AR and VR Market by Application
  • Figure 1.1: Global Augmented Reality and Virtual Reality Market Scope
  • Figure 1.2: Report Design
  • Figure 1.3: Primary Interviews Breakdown, by Player, Designation, and Region
  • Figure 1.4: Sources of Secondary Research
  • Figure 1.5: Data Triangulation
  • Figure 1.6: Top-Down Approach
  • Figure 1.7: Bottom-Up Approach
  • Figure 2.1: Impact Analysis of Market Dynamics
  • Figure 2.2: Mobile Phone Market Penetration (%), 2015
  • Figure 2.3: Strategies of the Companies Operating in AR & VR Market
  • Figure 3.1: Strategic Developments Share (%)
  • Figure 3.2: Bubble Chart for Leading Players in AR Market
  • Figure 3.3: Bubble Chart for Leading Players in Virtual Reality Market
  • Figure 3.4: Component Supplier Analysis
  • Figure 3.5: Technology Supplier Analysis Diagram
  • Figure 3.6: Device Supplier Analysis Diagram
  • Figure 3.7: R&D Analysis of Leading Players
  • Figure 4.1: Global AR Market by Device Type
  • Figure 4.2: Global VR Market by Device Type
  • Figure 5.1: Augmented Reality and Virtual Reality Market by Component, 2016 and 2022
  • Figure 5.2: Augmented Reality and Virtual Reality Market Share by Hardware
  • Figure 5.3: Revenue Generated by Software Segment
  • Figure 6.1: Technologies Used in AR
  • Figure 6.2: Technologies Used in VR
  • Figure 7.1: Augmented Reality Market by Application
  • Figure 7.2: Virtual Reality Market by Application
  • Figure 8.1: AR Market by Geography
  • Figure 8.2: VR Market by Geography
  • Figure 8.3: North America AR Market by Country
  • Figure 8.4: North America VR Market by Country
  • Figure 8.5: Europe AR Market by Country
  • Figure 8.6: Europe VR Market by Country
  • Figure 8.7: APAC AR Market by Country
  • Figure 8.8: APAC VR Market by Country
  • Figure 8.9: ROW AR Market by Country
  • Figure 8.10: ROW VR Market by Country
  • Figure 9.1: Geographic Footprints of Key Players in the Market
  • Figure 9.2: Overall Financials, 2013-15 ($ Million)
  • Figure 9.3: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.4: Segment Revenue Mix, 2013-15 ($Billion)
  • Figure 9.5: Samsung Electronics Corporation: Swot Analysis
  • Figure 9.6: Overall Financials, 2013-15
  • Figure 9.7: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.8: Segment Revenue Mix, 2013-15 ($Billion)
  • Figure 9.9: Microsoft Corporation: Swot Analysis
  • Figure 9.10: Overall Financials
  • Figure 9.11: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.12: Segment Revenue Mix, 2013-15 ($Billion)
  • Figure 9.13: Google Inc.: Swot Analysis
  • Figure 9.14: Overall Financials
  • Figure 9.15: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.16: Segment Revenue Mix, 2013-15 ($Million)
  • Figure 9.17: Seiko Epson Corporation: Swot Analysis
  • Figure 9.18: Overall Financials
  • Figure 9.19: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.20: HTC Corporation: Swot Analysis
  • Figure 9.21: Overall Financials, 2013-15 ($Billion)
  • Figure 9.22: Geographic Revenue Mix, 2013-15 ($Billion)
  • Figure 9.23: Segment Revenue Mix, 2013-15 ($Billion)
  • Figure 9.24: Intel Corporation: Swot Analysis
  • Figure 9.25: Overall Financials, 2013-15 ($Billions)
  • Figure 9.26: Geographic Revenue Mix, 2013-15 ($Billions)
  • Figure 9.27: Segment Revenue Mix, 2013-15 ($Billions)
  • Figure 9.28: Qualcomm Inc.: Swot Analysis
  • Figure 9.29: Overall Financials, 2013-15 ($Million)
  • Figure 9.30: Geographic Revenue Mix 2013-15 ($Million)
  • Figure 9.31: Segment Revenue Mix, 2013-15 ($Million)
  • Figure 9.32: Himax Technologies: Swot Analysis
  • Figure 9.33: Overall Financials 2013-15 ($Million)
  • Figure 9.34: Segment Revenue Mix, 2013-15 ($Million)
  • Figure 9.35: Vuzix Corporation: Swot Analysis
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