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市場調查報告書

行動AR (擴增實境) 市場 - 2015∼2019年

Mobile Augmented Reality (AR) Market in Japan 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 329271
出版日期 內容資訊 英文 88 Pages
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行動AR (擴增實境) 市場 - 2015∼2019年 Mobile Augmented Reality (AR) Market in Japan 2015-2019
出版日期: 2015年04月29日 內容資訊: 英文 88 Pages
簡介

日本的行動AR (擴增實境) 市場預測從2014年到2019年這段期間將以104.8%年複合成長率(CAGR)持續急速成長。

本報告涵蓋日本的行動AR市場,除了提供您來自業界許多專家的數據資訊之外,更加上推動市場成長要素,市場課題,市場趨勢,並基於市場競爭情形的詳細調查,提供目前的市場方案分析以及2015年到2019年的市場預測。並且關於這個市場主要企業,同時加上該市場主要企業之商務和策略,以及包含最近的企業發展分析等詳細的企業分析資訊。

第1章 簡稱表

第2章 摘要整理

第3章 本報告涵蓋範圍

  • 定義
    • AR引擎
    • AR軟體
    • AR硬體設備
  • 終端用戶分類
    • 企業
    • 一般消費者
  • 基準年
  • 市場規模的計算及分類
    • 日本的行動AR市場市場規模的計算
    • 終端用戶分類
    • 供應商分類
  • 貨幣換算率

第4章 序論

  • 歷史
  • 現行市場方案
  • 未來發展預測

第5章 技術生命週期

第6章 行動AR

  • 價值鏈
  • 市場規模
  • 每ARPA (1帳號的平均收益額)未來性
  • 各市場領域分析及終端用戶·應用
    • 企業
    • 一般消費者
  • 波特的五力分析

第7章 推動市場成長要素

  • 日本新技術的引進率高
  • 宣傳廣告部門擴大引進行動AR
  • 工作流程·自動化
  • SLAM (自我位置估計及地圖生成)技術

第8章 課題

  • AR應用程式上的內容不足
  • 認知度低
  • 硬體設備的限制
  • 感測器的準確度低
  • 各種移動平台間的兼容性不足

第9章 趨勢

  • 市場規則
  • BYOD (私有設備的業務活用)和COPE (公司支付設備的私人利用的接受度)
  • 進深距離感測器相機

第10章 市場競爭方案

第11章 AR是否會改變我們的生活?

第12章 主要供應商分析

  • Augmented pixels
  • Aurasma
  • Blippar
  • Catchoom
  • DAQRI
  • Here (Nokia)
  • Metaio
  • Total Immersion
  • VividWorks
  • Qualcomm
  • Wikitude
  • Zappar
  • Google
  • Infinity Augmented Reality

第13章 相關報告

附表·附圖

目錄
Product Code: IRTNTR5868

About mobile AR

Augmented reality is an emerging technology that permits the overlay of computer graphics on the real world. It includes scanning the physical real-world environment, which is then enhanced/augmented by adding virtual computer-generated information to it. End-users can make use of this technology through applications developed for mobile devices. It involves blending digital content with the physical world.

Technavio's analysts forecast the mobile AR market in Japan to grow at a CAGR of 104.8 percent over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the mobile AR market in Japan for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of vendors in the market. The report covers the overall ecosystem of the mobile AR market in Japan, including AR engine, AR software applications and AR hardware. In addition, the report discusses the major drivers that influence the growth of the mobile AR market in Japan. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Technavio's report, Mobile AR Market in Japan 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the mobile AR market landscape in Japan and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Aurasma
  • Blippar
  • LM3LABS
  • Metaio
  • Total Immersion
  • VIVIDWORKS
  • Vuforia
  • Wikitude
  • Zappar

Market driver

  • High adoption of innovative technology in Japan
  • For a full, detailed list, view our report

Market challenge

  • Lack of content
  • For a full, detailed list, view our report

Market trend

  • Market regulation
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?

Table of Contents

1. List of Abbreviations

2. Executive Summary

3. Scope

  • 3.1. Definitions
    • 3.1.1. AR engine
    • 3.1.2. AR software
    • 3.1.3. AR hardware
  • 3.2. End-user segments
    • 3.2.1. Enterprise
    • 3.2.2. Consumer
  • 3.3. Base year
  • 3.4. Market size calculation and segmentation
    • 3.4.1. Calculation of market size of mobile AR market in Japan
    • 3.4.2. End-user segmentation
    • 3.4.3. Vendor segmentation
  • 3.5. Common currency conversion rates

4. Introduction

  • 4.1. History
  • 4.2. Present scenario
  • 4.3. Future perspective

5. Technology Lifecycle

6. Mobile AR

  • 6.1. Value chain
  • 6.2. Market size
  • 6.3. Potential ARPA
  • 6.4. Segment analysis and end-user applications
    • 6.4.1. Enterprise
    • 6.4.2. Consumer
  • 6.5. Porter's five forces
    • 6.5.1. Threat of substitutes
    • 6.5.2. Threat of new entrants
    • 6.5.3. Bargaining power of suppliers
    • 6.5.4. Bargaining power of buyers
    • 6.5.5. Threat of rivalry

7. Drivers

  • 7.1. High adoption of new technology in Japan
  • 7.2. Increased adoption in advertising sector
  • 7.3. Workflow automation
  • 7.4. SLAM technology

8. Challenges

  • 8.1. Lack of content in AR apps
  • 8.2. Low awareness
  • 8.3. Hardware limitations
  • 8.4. Inaccurate sensors
  • 8.5. Lack of interoperability across mobile platforms

9. Trends

  • 9.1. Market regulations
  • 9.2. BYOD and COPE
  • 9.3. Depth-sensing cameras

10. Competitive Scenario

11. Will AR Change Our Lives?

12. Key Vendor Analysis

  • 12.1. Augmented pixels
    • 12.1.1. Key facts
    • 12.1.2. Business Overview
    • 12.1.3. Applications developed using AR technology
    • 12.1.4. Recent developments
  • 12.2. Aurasma
    • 12.2.1. Key facts
    • 12.2.2. Business overview
    • 12.2.3. Recent developments
  • 12.3. Blippar
    • 12.3.1. Key facts
    • 12.3.2. Business overview
    • 12.3.3. Geographical presence
    • 12.3.4. Business strategy
    • 12.3.5. Recent developments
  • 12.4. Catchoom
    • 12.4.1. Key facts
    • 12.4.2. Business overview
    • 12.4.3. Geographical presence
    • 12.4.4. Business strategy
    • 12.4.5. Recent developments
  • 12.5. DAQRI
    • 12.5.1. Key facts
    • 12.5.2. Business overview
    • 12.5.3. Key offerings
    • 12.5.4. Recent developments
  • 12.6. Here (Nokia)
    • 12.6.1. Key facts
    • 12.6.2. Business overview
    • 12.6.3. Business segmentation by revenue 2014
    • 12.6.4. Business segmentation by revenue 2013 and 2014
    • 12.6.5. Geographical segmentation by revenue 2014
    • 12.6.6. Business strategy
    • 12.6.7. Recent developments
  • 12.7. Metaio
    • 12.7.1. Key facts
    • 12.7.2. Business overview
    • 12.7.3. Key product offerings
    • 12.7.4. Key solutions
    • 12.7.5. Business strategy
    • 12.7.6. Recent developments
  • 12.8. Total Immersion
    • 12.8.1. Key facts
    • 12.8.2. Business overview
    • 12.8.3. Key offerings
    • 12.8.4. Geographical presence
    • 12.8.5. Recent developments
  • 12.9. VividWorks
    • 12.9.1. Key facts
    • 12.9.2. Business overview
    • 12.9.3. VividPlatform
    • 12.9.4. End-users
    • 12.9.5. Geographical Presence
    • 12.9.6. Business strategy
    • 12.9.7. Recent developments
  • 12.1. Qualcomm
    • 12.10.1. Key facts
    • 12.10.2. Business overview
    • 12.10.3. Business segmentation by revenue 2014
    • 12.10.4. Business segmentation by revenue 2013 and 2014
    • 12.10.5. Geographical segmentation by revenue 2014
    • 12.10.6. Business strategy
    • 12.10.7. Recent developments
  • 12.11. Wikitude
    • 12.11.1. Key facts
    • 12.11.2. Business overview
    • 12.11.3. Key offerings
    • 12.11.4. Business strategy
    • 12.11.5. Recent developments
  • 12.12. Zappar
    • 12.12.1. Key facts
    • 12.12.2. Business overview
    • 12.12.3. Resellers geographical presence
    • 12.12.4. Recent developments
  • 12.13. Google
    • 12.13.1. Key facts
    • 12.13.2. Business overview
    • 12.13.3. Revenue comparison of advertising revenues and other revenues by 2013 and 2014
    • 12.13.4. Geographical segmentation 2014
    • 12.13.5. Business strategy
    • 12.13.6. Recent developments
  • 12.14. Infinity Augmented Reality
    • 12.14.1. Key facts
    • 12.14.2. Business overview

13. Other Reports in this Series

List Of Exhibits

  • Exhibit 1: Augmented Pixels: Application developed using AR technology
  • Exhibit 2: Blippar: geographical presence
  • Exhibit 3: Catchoom: geographical presence
  • Exhibit 4: DAQRI: Key offerings
  • Exhibit 5: Nokia: business segmentation by revenue 2014
  • Exhibit 6: Nokia: business segmentation by revenue 2013 and 2014 ($ million)
  • Exhibit 7: Nokia: geographical segmentation by revenue 2014
  • Exhibit 8: Metaio: key product offerings
  • Exhibit 9: Metaio: key solutions
  • Exhibit 10: Total Immersion: key offerings
  • Exhibit 11: Total Immersion: geographical presence
  • Exhibit 12: VividWorks: VividPlatform
  • Exhibit 13: VividWorks: end-users
  • Exhibit 14: VividWorks: geographical presence
  • Exhibit 15: Qualcomm: business segmentation by revenue 2014
  • Exhibit 16: Qualcomm: business segmentation by revenue 2013 and 2014 ($ billion)
  • Exhibit 17: Qualcomm: geographical segmentation by revenue 2014
  • Exhibit 18: Wikitude: key offerings
  • Exhibit 19: Zappar: resellers geographical presence
  • Exhibit 20: Google: revenue comparison of advertising revenues and other revenues by 2013 and 2014 ($ billion)
  • Exhibit 21: Google: geographical segmentation 2014
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