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市場調查報告書

遊戲主機用手勢識別的全球市場:2015年∼2019年

Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 335505
出版日期 內容資訊 英文 40 Pages
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遊戲主機用手勢識別的全球市場:2015年∼2019年 Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019
出版日期: 2015年07月15日 內容資訊: 英文 40 Pages
簡介

所謂手勢識別,是設備辨識人的各種姿態,作出反應的能力。全球遊戲主機手勢識別的市場,預計從2014年到2019年之間,以48%的年複合成長率擴大。

本報告提供全球遊戲主機手勢識別的技術概要、市場規模和未來預測、主要企業分析等。

第1章 摘要整理

第2章 市場概要

第3章 簡稱清單

第4章 調查範圍

  • 定義
    • 遊戲主機
    • 手勢姿態
    • 2D手勢識別
    • 3D手勢識別
  • 市場規模的計算方法
  • 地理區分
  • 供應商分類
  • 基準年
  • 貨幣的換算比率

第5章 簡介

  • 手勢識別技術概要
    • 定義
    • 運行原理
  • 歷史
  • 現狀
  • 未來預測

第6章 市場規模與預測

第7章 各地區的分析

  • 南北美洲
  • 歐洲、中東、非洲地區
  • 亞太地區

第8章 波特的五力分析

第9章 市場成長因素

第10章 市場課題

第11章 市場趨勢

第12章 業者情勢

  • 競爭模式

第13章 主要供應商分析

  • Microsoft
  • SoftKinetic
  • SONY

第14章 相關報告

目錄
Product Code: IRTNTR6442

About Gesture Recognition

Gesture recognition is the ability of a device to identify and respond to different gestures, such as movement of hands, fingers, arms, head, or the entire body, of an individual. Gesture recognition technology can be 2D-based or 3D-based. It uses a camera-enabled device that beams an invisible infrared light onto the individual, which is reflected back to the camera and onto a gesture recognition IC. The IC, with the help of gesture recognition software, creates depth maps of the images received and responds appropriately to the movements. Thus, no physical contact is required between individuals and devices. For instance, Microsoft has developed Kinect that can be used for Xbox gaming consoles. The device would ideally contain a chip with gesture recognition software to detect the gestures by users. Gesture recognition technology when combined with voice recognition, facial recognition, eye-tracking, and other related technologies provide a very powerful technology that can completely change the way we control machines.

Technavio's analysts forecast the global gesture recognition market for gaming consoles to grow at a CAGR of 48% in terms of revenue over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global gesture recognition market for gaming consoles for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of the vendors in the market.

Technavio's report, Global Gesture Recognition Market for Gaming Consoles 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions

  • Americas
  • APAC
  • EMEA

Key Vendors

  • Microsoft
  • SoftKinetic
  • Sony

Market Driver

  • Use of 3D Camera
  • For a full, detailed list, view our report

Market Challenge

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

Market Trend

  • Growing Number of Vendors
  • 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. Executive Summary

02. Market Overview

03. List of Abbreviations

04. Scope of the Report

  • 04.1. Definitions
    • 04.1.1. Gaming Consoles
    • 04.1.2. Gesture
    • 04.1.3. 2D Gesture Recognition
    • 04.1.4. 3D Gesture Recognition
  • 04.2. Market Size Calculation
  • 04.3. Geographical Segmentation
  • 04.4. Vendor Segmentation
  • 04.5. Base Year
  • 04.6. Common Currency Conversion Rates

05. Introduction

  • 05.1. Gesture Recognition Technology Overview
    • 05.1.1. Definition
    • 05.1.2. How it works
  • 05.2. History
  • 05.3. Current Scenario
  • 05.4. Future Perspective

06. Market Size and Forecast

07. Geographical Analysis

  • 07.1. Americas
  • 07.2. EMEA
  • 07.3. APAC

08. Five Forces Analysis

  • 08.1. Bargaining Power of Suppliers
  • 08.2. Bargaining Power of Buyers
  • 08.3. Threat of Rivalry
  • 08.4. Threat of New Entrants
  • 08.5. Threat of Substitutes

09. Market Growth Drivers

10. Market Challenges

11. Market Trends

12. Vendor Landscape

  • 12.1. Competitive Scenario

13. Key Vendor Analysis

  • 13.1. Microsoft
    • 13.1.1. Key Facts
    • 13.1.2. Business overview
    • 13.1.3. Business segmentation by revenue 2014
    • 13.1.4. Microsoft in gesture recognition for gaming consoles
  • 13.2. SoftKinetic
    • 13.2.1. Key facts
    • 13.2.2. Business overview
    • 13.2.3. Key offerings
    • 13.2.4. Markets served
    • 13.2.5. Key partners
    • 13.2.6. Gesture recognition for gaming consoles
    • 13.2.7. Recent developments
    • 13.2.8. Key highlights
  • 13.3. Sony
    • 13.3.1. Key facts
    • 13.3.2. Business overview
    • 13.3.3. Business segmentation by revenue 2015
    • 13.3.4. Key highlights for gesture recognition in gaming consoles

14. Other Reports in this Series

List of Exhibits

  • Exhibit 1: Global Gesture Recognition Market for Gaming Consoles by Unit Shipments 2014-2019 (millions of units)
  • Exhibit 2: Global Gesture Recognition Market for Gaming Consoles by Revenue 2014-2019 ($ millions)
  • Exhibit 3: Comparison Between Gaming Consoles and Gesture Recognition Devices for Gaming Consoles 2014-2019 (millions of units)
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