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市場調查報告書

頭戴式顯示器 (HMD) 的全球市場 - 2015∼2019年

Global Head Mounted Display (HMD) Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 331955
出版日期 內容資訊 英文 140 Pages
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頭戴式顯示器 (HMD) 的全球市場 - 2015∼2019年 Global Head Mounted Display (HMD) Market 2015-2019
出版日期: 2015年06月03日 內容資訊: 英文 140 Pages
簡介

頭戴式顯示器 (HMD) 擴增實境 (AR) 和虛擬實境 (VR) 一般化伴隨市場成長前進,這個全球市場從2014年到2019年的期間預計以48.95%的年複合成長率繼續擴大。

本報告以HMD的全球市場為主題,提供推動市場成長要素、市場課題、市場趨勢,還有市場競爭情形的詳細調查,和取得自許多產業專家的資料和資訊、目前市場方案分析,以及從2015年到2019年的市場成長預測。

第1章 簡稱表

第2章 摘要整理

第3章 本報告涵蓋範圍

  • 產品
  • 零件
  • 終端用戶分類
  • 地區市場分類
  • 供應商分類
  • 基準年
  • 市場趨勢、推動市場成長要素,及課題

第4章 市場調查手法

  • 市場調查流程
  • 調查手法

第5章 序論

  • 關於此產品
    • 頭盔顯示器
    • 穿戴式眼鏡型顯示器
  • 顯示器相關技術
    • 光學透過顯示器
    • 視訊透過顯示器
  • 關於顯示器、螢幕
    • 單眼型
    • 雙眼型
  • HMD概要
    • HMD的演進
    • 為何HMD?
    • HMD的價值鏈
    • HMD的結構零件
    • 結構零件 - HMD價格的決策因素

第6章 市場規模分析

  • 收益額為基礎的HMD全球市場
  • 產品為基礎的HMD全球市場
  • 出貨量的HMD全球市場
  • 各產品之HMD的平均銷售價格

第7章 HMD的市場成長方案

  • 成長預測
    • 產品的預測
    • 用途的預測
    • 終端用戶的預測
  • 成長預測
    • 地區市場的預測
    • 目前市場成長方案
    • 未來市場成長方案

第8章 技術生命週期 (HMD和擴增實境的互相相關性)

第9章 波特的五力分析

第10章 終端用戶分類

  • 國防工業領域
    • 訓練
    • 模擬
  • 空軍
  • 醫療領域
  • 一般消費者取向用途
    • 遊戲
    • 擴增實境 - 虛擬實境
  • 產業用途
  • 各終端用戶領域中的HMD全球市場

第11章 成為收益方案: HMD的新興市場的亞太地區市場

  • 電玩遊戲及手機遊戲產業上的主要市場發展
  • 國防工業領域的引進率高
  • 改變患者看護的世界: 醫療領域

第12章 課題

  • 客戶相關課題
  • 提供者相關課題
  • 地區生根的課題
  • 市場相關課題
  • 硬體設備/軟體/技術相關的課題
  • 成本相關的課題

第13章 推動市場成長要素

  • 客戶相關促進成長的要素
  • 提供者相關促進成長的要素
  • 地區生根的成長推動因素
  • 市場領域相關成長推動因素
  • 硬體設備/軟體/技術相關促進成長的要素
  • 成本相關成長推動因素

第14章 市場趨勢

  • 終端用戶技術相關趨勢
  • 成本相關趨勢
  • 地區生根的趨勢
  • 市場競爭方案

第15章 HMD帶給日常生活的影響: 案例研究

  • 未來的HMD: 日常生活的一部分
  • 活用了智慧型手機的HMD
  • 虛擬實境頭戴式耳機變革遊戲市場市場動態
  • HMD成為醫療領域中的重要產品
  • HMD帶給運動領域大幅影響
  • 以HMD體驗虛擬性文化遺產

第16章 主要供應商分析

  • Rockwell Collins
  • Kopin
  • BAE Systems
  • Oculus VR
  • SONY
  • Thales
  • Elbit Systems
  • TRIVISIO Prototyping
  • Vuzix
  • Seiko Epson
  • CINOPTICS
  • Sensics

第17章 其他關注供應商

第18章 相關報告

目錄
Product Code: IRTNTR6026

About Head Mounted Displays

HMD (head mounted displays) comprise small displays with lenses and semi-transparent mirrors embedded in them, which makes them look like a pair of eyeglasses. They are also sometimes referred to as "smart glasses." A head-mounted display consists of an image source, collimating optics, and a mechanism to mount the device on the head. The device is wearable, and projects images and information relative to the user's line of sight in front of the user.

Technavio's analysts forecast the global head mounted display market to grow at a CAGR of 48.95% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global head mounted display market for the period 2015-2019. A detailed segmentation of the global head-mounted display market has been done with respect to products, components, end-users, and geography. In addition, the report discusses the major drivers that influence the growth of the global head mounted display market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Key Vendors

  • BAE systems
  • Elbit systems
  • eMagin
  • Forth dimension display
  • Fujitsu
  • Holoeye photonics
  • Immersion Vrelia
  • Kopin
  • Microsoft
  • Oculus VR
  • ODG
  • Optinvent
  • Optis SaS
  • Rockwell Collins
  • Samsung
  • Seiko Epson
  • Sony
  • Thales
  • Toshiba
  • Trivisio

Market Driver

  • Increasing popularity of augmented/virtual reality
  • For a full, detailed list, view our report.

Market Challenge

  • Bulky large-sized HMDs
  • For a full, detailed list, view our report

Market Trend

  • Filing of global patents for HMDs
  • 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

01. List of Abbreviations

02. Executive Summary

03. Scope

  • Products
  • Components
  • End-user Segments
  • Geographical Segmentation
  • Vendor Segmentation
  • Base Year
  • Trends, Drivers, and Challenges

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction:

  • 05.1. Based on Products:
    • 05.1.1. Helmet-mounted Displays:
    • 05.1.2. Wearable Glasses:
  • 05.2. Based on Display Technology:
    • 05.2.1. Optical See-through Display:
    • 05.2.2. Video See-through Display:
  • 05.3. Based on Display Screen:
    • 05.3.1. Monocular:
    • 05.3.2. Biocular:
    • 05.3.3. Binocular:
  • 05.4. HMD: An overview
    • 05.4.1. Evolution of HMD:
    • 05.4.2. Why HMD?
    • 05.4.3. HMD Value Chain:
    • 05.4.4. Components of HMD
    • 05.4.5. Components - a deciding factor for HMD pricing

06. Market Size Analysis

  • 06.1. Global HMD Market by revenue
  • 06.2. Global HMD Market by Product
  • 06.3. Global HMD Market by Unit shipment
  • 06.4. ASP OF HMD by product

07. Growth Scenario of HMD

  • Growth Outlook:
  • 07.1. Product Perspective
  • 07.2. Application Perspective
  • 07.3. End-user Perspective
  • Growth Outlook:
  • 07.4. Region Perspective
  • 07.5. Present Growth Scenario
  • 07.6. Future Growth Potential:

08. Technology Life Cycle (HMD and AR inter-related)

09. Porter's Five Forces

  • 09.1. Threat of Substitutes
  • 09.2. Threat of New entrants
  • 09.3. Bargaining Power of Suppliers
  • 09.4. Bargaining Power of Buyers
  • 09.5. Threat of Rivalry

10. End-user Segmentation

  • 10.1. Defense
  • Key Takeaways:
  • Military Applications:
  • 10.1.1. Training:
  • 10.1.2. Simulation:
  • Key Takeaways:
  • 10.2. Airforce
  • Key Takeaways:
  • 10.3. Healthcare
  • Key takeaways:
  • 10.4. Consumer Applications
    • 10.4.1. Gaming
    • 10.4.2. AR-VR
  • Key takeaways:
  • 10.5. Industrial Applications
  • 10.6. Global HMD Market by End-users 2015-2019

11. Revenue Scenario: APAC an emerging market for HMD

  • Major Developments in Video Gaming and Mobile Gaming Industry
  • High Adoption in the Defense sector
  • Transforming the World of Patient Care: Healthcare

12. Challenges

  • 12.1. Customer-related Challenges:
  • 12.2. Supplier-related Challenges
  • 12.3. Geography-related Challenges
  • 12.4. Market-related Challenges
  • 12.5. Hardware/Software/technical
  • 12.6. Cost Related Challenges
  • Impact matrix analysis

13. Drivers

  • 13.1. Customer-related Drivers
  • 13.2. Supplier-related Drivers
  • 13.3. Geography-related Drivers
  • 13.4. Market Segments
  • 13.5. Hardware/Software/technical related Drivers
  • 13.6. Cost-related Drivers
  • Impact Matrix Analysis

14. Trends

  • 14.1. End-user Technology-Related aspects
  • 14.2. Cost-related Aspects
  • 14.3. Geography-related Aspects
  • 14.4. Competitive scenario

15. Impact of HMD on daily life: Case examples

  • HMD in future: A part of daily life
  • 15.1. Smartphone powered HMD:
  • VR headsets to change the dynamics of gaming market:
  • 15.2. HMD to be a Key Product in Healthcare
  • 15.3. HMD to Impact the Sports Segment
  • 15.4. HMD to Experience Cultural Heritage Virtually

16. Key Vendor Analysis

  • 16.1. Rockwell Collins
    • 16.1.1. Key Facts
    • 16.1.2. Business Overview
    • 16.1.3. Business Segmentation by Revenue 2014
    • 16.1.4. Business Segmentation by Revenue 2013 and 2014
    • 16.1.5. Geographical Segmentation by Revenue 2014
    • 16.1.6. Business Strategy
    • 16.1.7. Recent Developments
  • 16.2. Kopin
    • 16.2.1. Key Facts
    • 16.2.2. Business Overview
    • 16.2.3. Business Segmentation by Revenue 2013
    • 16.2.4. Business Segmentation by Revenue 2012 and 2013
    • 16.2.5. Geographical Segmentation by Revenue 2013
    • 16.2.6. Business Strategy
    • 16.2.7. Recent Developments
  • 16.3. BAE Systems
    • 16.3.1. Key Facts
    • 16.3.2. Business Overview
    • 16.3.3. Business Segmentation by Revenue 2013
    • 16.3.4. Business Segmentation by Revenue 2012 and 2013
    • 16.3.5. Geographical Segmentation by Revenue 2013
    • 16.3.6. Business Strategy
    • 16.3.7. Recent Developments
  • 16.4. Oculus VR
    • 16.4.1. Key Facts
    • 16.4.2. Business Overview
    • 16.4.3. Recent Developments
  • 16.5. Sony
    • 16.5.1. Key Facts
    • 16.5.2. Business Overview
    • 16.5.3. Business Segmentation by Revenue 2014
    • 16.5.4. Business Segmentation by Revenue 2013 and 2014
    • 16.5.5. Geographical Segmentation by Revenue 2014
    • 16.5.6. Business strategy
    • 16.5.7. Recent Developments
  • 16.6. Thales
    • 16.6.1. Key Facts
    • 16.6.2. Business Overview
    • 16.6.3. Business Segmentation by Revenue 2013
    • 16.6.4. Business Segmentation by Revenue 2012 and 2013
    • 16.6.5. Geographical Segmentation by Revenue 2013
    • 16.6.6. Business Strategy
    • 16.6.7. Recent Developments
  • 16.7. Elbit Systems
    • 16.7.1. Key Facts
    • 16.7.2. Business Overview
    • 16.7.3. Business Areas by Revenue 2013
    • 16.7.4. Business Areas by Revenue 2012 and 2013
    • 16.7.5. Geographical Segmentation by Revenue 2013
    • 16.7.6. Business Strategy
    • 16.7.7. Recent Developments
  • 16.8. TRIVISIO Prototyping
    • 16.8.1. Key Facts
    • 16.8.2. Business Overview
    • 16.8.3. Product Segmentation
    • 16.8.4. Key Projects
  • 16.9. Vuzix
    • 16.9.1. Key Facts
    • 16.9.2. Business Overview
    • 16.9.3. Key Offerings
    • 16.9.4. End Markets Served
    • 16.9.5. Revenue from Products and Engineering Services by 2012 and 2013
    • 16.9.6. Business Strategy
    • 16.9.7. Recent Developments
  • 16.10. Seiko Epson
    • 16.10.1. Key Facts
    • 16.10.2. Business Overview
    • 16.10.3. Business Segmentation by Revenue 2014
    • 16.10.4. Business Segmentation by Revenue 2013 and 2014
    • 16.10.5. Geographical Segmentation by Revenue 2014
    • 16.10.6. Business Strategy
    • 16.10.7. Recent Developments
  • 16.11. CINOPTICS
    • 16.11.1. Key Facts
    • 16.11.2. Business Overview
    • 16.11.3. Key Offerings
    • 16.11.4. Business Strategy
    • 16.11.5. Recent Developments
  • 16.12. Sensics
    • 16.12.1. Key Facts
    • 16.12.2. Business Overview
    • 16.12.3. Recent Developments

17. Other prominent vendors

  • 17.1. Optinvent
  • 17.2. Google
  • 17.3. Samsung Electronics
  • 17.4. Apple
  • 17.5. Microsoft
  • 17.6. Carl Zeiss (ZEISS VR ONE)
  • 17.7. Shoogee (Durovis Dive)
  • 17.8. Beijing ANTVR Technology
  • 17.9. Avegant
  • 17.10. HTC- Vive
  • 17.11. Vrizzmo

18. Other Report in this Series

List of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: BAE Systems: Business Segmentation by Revenue 2013
  • Exhibit 3: BAE Systems: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 4: BAE Systems: Geographical Segmentation by Revenue 2013
  • Exhibit 5: Sony: Business Segmentation by Revenue 2014
  • Exhibit 6: Sony: Business Segmentation by Revenue 2013 and 2014 ($ billion)
  • Exhibit 7: Sony: Geographical Segmentation by Revenue 2014
  • Exhibit 8: Thales: Business Segmentation by Revenue 2013
  • Exhibit 9: Thales: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 10: Thales: Geographical Segmentation by Revenue 2013
  • Exhibit 11: Elbit Systems: Business Areas by Revenue 2013
  • Exhibit 12: Elbit Systems: Business Areas by Revenue 2012 and 2013 (US$ million)
  • Exhibit 13: Elbit Systems: Geographical Segmentation by Revenue 2013
  • Exhibit 14: TRIVISIO Prototyping: Product Segmentation
  • Exhibit 15: TRIVISIO Prototyping: Key Projects
  • Exhibit 16: Vuzix: Key Offerings
  • Exhibit 17: Vuzix: End Markets Served
  • Exhibit 18: Vuzix: Revenue from Products and Engineering Services by 2012 and 2013 (US$ million)
  • Exhibit 19: Seiko Epson: Business Segmentation by Revenue 2014
  • Exhibit 20: Seiko Epson: Business Segmentation by Revenue 2013 and 2014 ($ million)
  • Exhibit 21: Seiko Epson: Geographical Segmentation by Revenue 2014
  • Exhibit 22: CINOPTICS: Key Offerings
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