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教育用視覺技術的全球市場:2017年∼2021年

Global Visual Technologies in Education Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 544288
出版日期 內容資訊 英文 80 Pages
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教育用視覺技術的全球市場:2017年∼2021年 Global Visual Technologies in Education Market 2017-2021
出版日期: 2017年08月10日 內容資訊: 英文 80 Pages
簡介

全球教育用視覺技術市場,預計2017年∼2021年以32.88%的年複合成長率成長。

本報告提供全球教育用視覺技術市場相關調查分析,市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,主要供應商等相關的系統性資訊。

第1章 摘要整理

第2章 調查範圍

第3章 調查手法

第4章 簡介

第5章 市場形勢

  • 全球教育用視覺技術市場
  • 波特的五力分析

第6章 教育用視覺技術的全球市場:各地區

  • 各地區
  • 北美
  • 歐洲
  • 亞太地區
  • 其他

第7章 教育用視覺技術的全球市場:各產品

  • 各產品
  • 3D列印
  • 視覺資料分析
  • AR
  • VR

第8章 教育用視覺技術的全球市場:各終端用戶

  • 各終端用戶
  • 高等教育
  • K-12

第9章 決策組成架構

第10章 推動因素與課題

第11章 市場趨勢

第12章 業者情勢

  • 競爭情形
  • 競爭基準

第13章 主要供應商分析

  • Stratasys
  • Qlik
  • Oculus VR
  • Alchemy VR
  • Magic Leap
  • EON Reality

第14章 其他卓越供應商

第15章 附錄

第16章 關於Technavio

目錄
Product Code: IRTNTR14328

About Visual Technologies

A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives.

Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and virtual reality (VR). Visual technology products such as 3-D printers, VR head gear, and software solutions for data analytics are discussed in the report.

Technavio's analysts forecast the global visual technologies in education market to grow at a CAGR of 32.88% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global visual technologies in education market for 2017-2021. To calculate the market size, the report considers the revenues generated from services and products.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Visual Technologies in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Alchemy VR
  • EON Reality
  • Magic Leap
  • Oculus
  • Qlik
  • Stratasys
  • VR

Other Prominent Vendors

  • DAQRI
  • QuiverVision
  • Gamooz
  • Discovery Communication
  • Google
  • Seiko EPSON
  • HTC Global Services
  • Zebronics
  • LG Electronics
  • Homido
  • Immersive VR Education
  • 3D Systems
  • Meta
  • ExOne
  • Blippar
  • InGage

Market driver

  • Surging investments in improving technology infrastructure
  • For a full, detailed list, view our report

Market challenge

  • High hardware price due to steep R&D expenditure
  • For a full, detailed list, view our report

Market trend

  • Rising popularity of IoT and wearable devices
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Global education technology

PART 05: Market landscape

  • Global visual technologies in education market
  • Five forces analysis

PART 06: Geographical segmentation

  • Global visual technologies in education market by geography
  • Visual technologies in education market in North America
  • Visual technologies in education market in Europe
  • Visual technologies in education market in APAC
  • Visual technologies in education market in ROW

PART 07: Market segmentation by product

  • Global visual technologies in education market by product
  • Global visual technologies in education market by 3-D printing
  • Global visual technologies in education market by visual data analytics
  • Global visual technologies in education market by AR
  • Global visual technologies in education market by VR

PART 08: Market segmentation by end-user

  • Global visual technologies in education market by end-user
  • Global visual technologies in education market by higher education
  • Global visual technologies in education market by K-12

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Rising popularity of IoT and wearable devices
  • Increasing adoption of maker spaces and learning commons
  • Inclusion of robotics in STEAM teaching
  • Paradigm shift toward mobile technology
  • Emergence of mixed reality

PART 12: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 13: Key vendor analysis

  • Stratasys
  • Qlik
  • Oculus VR
  • Alchemy VR
  • Magic Leap
  • EON Reality

PART 14: Other prominent vendors

PART 15: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Key educational technology developments: 2015-2022
  • Exhibit 02: Global visual technologies in education market: Segmentation
  • Exhibit 03: Global visual technologies in education market 2016-2021($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global visual technologies in education market by geography 2016-2021 (%)
  • Exhibit 06: Global visual technologies in education market by geography 2016-2021 ($ millions)
  • Exhibit 07: Visual technologies in education market in North America 2016-2021 ($ millions)
  • Exhibit 08: Visual technologies in education market in Europe 2016-2021 ($ millions)
  • Exhibit 09: Visual technologies in education market in APAC 2016-2021 ($ millions)
  • Exhibit 10: Visual technologies in education market in ROW 2016-2021 ($ millions)
  • Exhibit 11: Global visual technologies in education market by product 2016-2021 (%)
  • Exhibit 12: Global visual technologies in education market by product 2016-2021 ($ millions)
  • Exhibit 13: Global visual technologies in education market by 3-D printing 2016-2021 ($ millions)
  • Exhibit 14: Global visual technologies in education market by visual data analytics 2016-2021 ($ millions)
  • Exhibit 15: Global visual technologies in education market by AR 2016-2021 ($ millions)
  • Exhibit 16: Global visual technologies in education market by VR 2016-2021 ($ millions)
  • Exhibit 17: Global visual technologies in education market by end-user 2016-2021 (%)
  • Exhibit 18: Global visual technologies in education market by end-user 2016-2021 ($ millions)
  • Exhibit 19: Global visual technologies in education market by higher education 2016-2021 ($ millions)
  • Exhibit 20: Visual technologies in education market by K-12 2016-2021 ($ millions)
  • Exhibit 21: Vendor analysis
  • Exhibit 22: Key vendors: Strategy overview
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