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市場調查報告書

擴增實境 (AR)□混合現實 (MR)□虛擬實境 (VR) 各種技術□市場預測□主要企業:2017-2027年

Augmented, Mixed and Virtual Reality 2017-2027: Technologies, Forecasts, Players

出版商 IDTechEx Ltd. 商品編碼 499451
出版日期 內容資訊 英文 280 Slides
商品交期: 最快1-2個工作天內
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擴增實境 (AR)□混合現實 (MR)□虛擬實境 (VR) 各種技術□市場預測□主要企業:2017-2027年 Augmented, Mixed and Virtual Reality 2017-2027: Technologies, Forecasts, Players
出版日期: 2017年06月22日 內容資訊: 英文 280 Slides
簡介

本報告研究擴增實境 (AR)□混合現實 (MR)□虛擬實境 (VR) 市場,彙整主要AR&VR耳機裝置□其他產品概要、顯示器□微型顯示器□光學引擎□觸覺等各種實現技術趨勢、企業技術開發和產品化趨勢、市場成長預測、主要企業簡介等情報。

第1章 摘要整理

第2章 前言

第3章 AR&VR裝置

  • AR耳機裝置
    • Microsoft Hololens
    • Meta 2
    • Kopin Solos
    • Kopin Golden-i 3.8D
    • Epson Moverio BT-300
    • Epson Moverio Pro BT-2000
    • Atheer Labs, AiR Glasses
    • ODG R8
    • ODG R9
    • ODG R7
    • DAQRI Smart Helmet
    • DAQRI Smart Glasses
    • Brother
    • Cinoptics
    • Penny C-Wear 30
    • Lumus DK50
    • Evena
    • Vuzix M100□M300
    • IMMY NEO iC 60
    • Oakley Radar Pace
    • OrCam MyEye
    • Snapchat Spectacles
    • Google Glass
    • Picavi:Google合作夥伴案例
    • Magic Leap
    • Avegant
  • VR耳機裝置
    • PC VR
    • Oculus Rift CV1
    • Sony Playstation VR
    • HTC Vive
    • Avegant Glyph
    • 因應Windows 10的VR耳機裝置
  • 單機獨立型VR
    • Royole X & Royole Moon
    • Alcatel Vision
    • 新單機獨立型VR□AR:Intel Alloy - Sulon q
  • 行動VR
    • Samsung Gear VR
    • Google Daydream View
    • Zeiss VR One Plus
    • Alcatel VR15
    • 非電子式VR
    • Google Cardboard
    • Google Cardboard□其他非電子式耳機裝置
  • 討論:第一波VR產品及VR體驗

第4章 顯示器和微型顯示器

  • AR□VR顯示器和微型顯示器
  • VR耳機裝置頭戴式顯示器
  • VR微型顯示器?
  • AR耳機裝置頭戴式顯示器:微型顯示器
  • Transmissive LCD
  • LCoS微型顯示器
  • DLP:數位微鏡裝置 (Digital Micromirror Device)
  • microOLED
  • 新選項:microLED
  • 技術供應商
  • 微型顯示器技術、其他

第5章 光學引擎

  • AR耳機裝置光學引擎
  • AR□VR耳機裝置光學引擎
  • 放大鏡結構:Rift□Vive□Playstation VR
  • 沒入型顯示器:放大鏡結構
  • 透視顯示器
  • 各種耳機裝置FOV
  • 實現高角解析度
  • FOV和解析都
  • AR□VR創新、其他

第6章 VR的觸覺

  • 案例研討:VR的觸覺
  • 目前主流VR的觸覺
  • 目前技術分類
  • 控制器的觸覺
  • 運動模擬器&載具:確立平台
  • 例:個人VR運動模擬器&載具
  • 可穿戴式觸覺介面
  • 可穿戴式觸覺介面:環
  • 商品例:GoTouchVR
  • 可穿戴式觸覺介面:手套
  • 例:Virtuix□NeuroDigital Technologies
  • 可穿戴式觸覺介面:鞋
  • 商品例:Nidec□CEREVO□其他
  • 可穿戴式觸覺介面: 挽具狀帶和服裝
  • 可穿戴式觸覺介面:外骨骼
  • 商品例:Dexta Robotics
  • 肌肉運動知覺觸覺
  • 肌肉運動知覺裝置:各種類型和處理流程
  • 外骨骼
  • Manipulandum
  • FundamentalVR:研修醫生用VR觸覺
  • 動力輔助外骨骼
  • 例:Ekso Bionics
  • 動力輔助服:UPR
  • 動力輔助服飾:Superflex
  • 地區趨勢和市場趨勢、其他

第7章 動力

  • 智慧眼鏡儲能:初始情況
  • 儲能裝置的小型化策略
  • 現有形狀:薄膜和鈕扣電池
  • 儲能:Kopin□Hitachi Maxell
  • 儲能設計:包裝影響

第8章 市場預測

  • AR□VR市場預測:出貨台數
  • AR□VR市場預測:出貨額
  • 各種AR□VR耳機裝置價格推移
  • AR□VR耳機裝置市場預測:出貨額、其他

第9章 企業簡介

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目錄

Headsets, components and enabling technologies for future AR, MR, & VR devices

This market will be worth over $37 billion by 2027.


This new IDTechEx report is focused on how the market for AR and VR headsets is going to evolve in the next decade, based on the exciting research and developments efforts of recent years along with the high visibility some projects and collaborations have enjoyed. The amount of visibility this space is experiencing is exciting developers of a range of allied technologies into fast-tracking/focusing their efforts, as well as creating devices and components designed specifically to serve this emerging industry: microdisplays, optical engines and haptic feedback components are some of the main components that are seeing significant growth alongside the growth in interest in augmented and virtual reality.

Some of the newest headsets that have ignited interest in smart eyewear are going above and beyond the conventional definition of a smart object; they are in effect, portable, wearable computers with a host of functionalities, specially designed apps etc. that add new ways for the wearer to interact with the world along with smartphone capabilities, health tracking options and many other features. The features of some of the more advanced devices have been based on and have sparked worldwide innovation efforts aiming to create an ecosystem of components that will enable what is bound to be a revolution in form factor for wearables.

Wearable sensors, innovative user interfaces, but also near-eye displays and optics as well as energy storage devices that represent some of the examples of technology tool kits that are evolving and improving in performance. They are hence constituting the pieces that are falling into place in order to enable new functionalities and form factors, both necessary to create products as innovative as near-eye and on-eye computers.

There are of course significant challenges that need to be addressed in order to achieve consumer acceptance and widespread proliferation of this paradigm-shifting type of device. Miniaturization of components, development of powering schemes that will allow sufficient usage time between recharge points, flexibility and stretchability of components that are meant to operate in diverse environments (from saline solutions to high and low temperatures) are only some of the segments where innovative research and development work is taking place.

The report includes insight into how different entities are addressing these challenges: developments such as foveated rendering and focus tunable displays, efforts in increasing FOV while keeping display resolution high in order to improve the immersiveness of the VR experience or the seamless integration of an AR layer of information. In addition, company and research activities in the space for smart glasses as well as company profiles of players actively involved in this space, concluding with market forecasts for both AR and VR headsets for the next decade.

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Table of Contents

1. EXECUTIVE SUMMARY

  • 1.1. Virtual and augmented reality: the beginning
  • 1.2. Motion blur explained
  • 1.3. The key elements of presence in VR
  • 1.4. The rise of augmented reality
  • 1.5. Pokémon Go: The first "killer app" for AR
  • 1.6. Categories of AR and VR headsets
  • 1.7. Applications for VR headsets: Social apps & VR cafes
  • 1.8. Applications for AR headsets: Niche B2C & social AR emerging
  • 1.9. Display requirements for AR & VR
  • 1.10. Innovation in head mounted displays: Projecting virtual content in multiple focal planes
  • 1.11. Innovation in head mounted displays: Foveated image rendering
  • 1.12. Haptics in mainstream VR today
  • 1.13. Market forecasts for AR & VR: Volumes
  • 1.14. Market forecasts for AR & VR: Value

2. INTRODUCTION

  • 2.1. Introduction: electronic functionality in eyewear
  • 2.2. Nomenclature in the smart eyewear world: virtual (VR) and augmented (AR) reality
  • 2.3. Nomenclature in the smart eyewear world: variations of AR and VR
  • 2.4. Some examples of AR and VR headsets by category
  • 2.5. Functional (Smart) contact lenses
  • 2.6. Applications for smart eyewear- addressing the B2B and B2C markets
  • 2.7. Applications of AR & VR
  • 2.8. Applications for smart eyewear - design
  • 2.9. Applications for smart eyewear - medical
  • 2.10. Applications for smart eyewear - collaboration
  • 2.11. Development work: areas of focus
  • 2.12. Development work: displays and optics, user interfaces
  • 2.13. Development work: focus tunable & foveated displays
  • 2.14. Development work in functional contact lenses

3. AR & VR DEVICES

  • 3.1. AR headsets
  • 3.2. Microsoft Hololens
  • 3.3. Meta 2
  • 3.4. Kopin Solos
  • 3.5. Kopin Golden-i 3.8D
  • 3.6. Epson Moverio BT-300
  • 3.7. Epson Moverio Pro BT-2000
  • 3.8. Atheer Labs, AiR Glasses
  • 3.9. ODG R8
  • 3.10. ODG R9
  • 3.11. ODG R7
  • 3.12. DAQRI Smart Helmet
  • 3.13. DAQRI Smart Glasses
  • 3.14. Brother
  • 3.15. Cinoptics
  • 3.16. Penny C-Wear 30
  • 3.17. Lumus DK50
  • 3.18. Evena
  • 3.19. Vuzix M100 and M300
  • 3.20. IMMY NEO iC 60
  • 3.21. Oakley Radar Pace
  • 3.22. OrCam MyEye
  • 3.23. Snapchat Spectacles
  • 3.24. Google Glass
  • 3.25. Picavi - A Google partner example
  • 3.26. Magic Leap
  • 3.27. Avegant
  • 3.28. Optinvent
  • 3.29. VR headsets
  • 3.30. PC VR
  • 3.31. Oculus Rift CV1
  • 3.32. Sony Playstation VR
  • 3.33. HTC Vive
  • 3.34. Avegant Glyph
  • 3.35. Windows 10 compatible VR headsets
  • 3.36. Some Windows 10 compatible VR headset designs unveiled
  • 3.37. Standalone VR
  • 3.38. Royole X & Royole Moon: portable theatres by Royole
  • 3.39. Alcatel Vision
  • 3.40. Upcoming Standalone VR merging with AR: Intel Alloy - Sulon q
  • 3.41. Mobile VR
  • 3.42. Samsung Gear VR
  • 3.43. Google Daydream View
  • 3.44. Zeiss VR One Plus
  • 3.45. Alcatel VR15
  • 3.46. Non-electronic VR
  • 3.47. Google Cardboard
  • 3.48. Google Cardboard and other non-electronic headsets
  • 3.49. Discussion: the first wave of VR products and the VR experience

4. DISPLAYS AND MICRODISPLAYS

  • 4.1. Displays and Microdisplays for AR & VR
  • 4.2. Head mounted displays for VR headsets
  • 4.3. Microdisplays for VR?
  • 4.4. Head mounted displays for AR headsets - microdisplays
  • 4.5. Transmissive LCDs
  • 4.6. Liquid Crystal on Silicon (LCoS) microdisplays
  • 4.7. Liquid Crystal on Silicon (LCoS) microdisplays - operating principle
  • 4.8. Liquid Crystal on Silicon (LCoS) microdisplays - generating color in a three-panel configuration
  • 4.9. Liquid Crystal on Silicon (LCoS) microdisplays - generating color in a single-panel configuration
  • 4.10. Digital Light Processing (DLP) - Digital Micromirror Device (DMD)
  • 4.11. microOLED
  • 4.12. Emerging options: microLEDs
  • 4.13. Technology suppliers
  • 4.14. Microdisplay technologies: comparative summary
  • 4.15. Microdisplay technologies: investment & acquisitions
  • 4.16. Microdisplay technologies: comparison discussion
  • 4.17. Microdisplay technologies: incumbent vs emerging options
  • 4.18. Microdisplays: the future of micro-OLED
  • 4.19. Microdisplays: will micro-LED win in the longterm?

5. OPTICAL ENGINES

  • 5.1. Optical engines in near eye computing - purpose
  • 5.2. Optical engines for AR headsets: I want it all!
  • 5.3. Pupil forming and non-pupil forming optical engines
  • 5.4. Optical engines for AR & VR headsets
  • 5.5. Magnifier architectures: Rift, Vive and Playstation VR
  • 5.6. Immersion displays: Magnifier architectures
  • 5.7. Immersion displays: Virtual retina display
  • 5.8. See through displays: combiners
  • 5.9. See through displays: waveguides & lightguides
  • 5.10. See through displays: other approaches - IMMY - Olympus
  • 5.11. See through displays: other approaches
  • 5.12. Field of View for different headsets
  • 5.13. Achieving high angular resolution
  • 5.14. FOV vs. resolution
  • 5.15. FOV vs. resolution in AR & VR
  • 5.16. Innovation in AR and VR: the conflict of accommodation and vergence
  • 5.17. Innovation in AR and VR: Resolving the Vergence-Accommodation Conflict in Head Mounted Displays
  • 5.18. Monovision vs. focus-tunable displays
  • 5.19. Deep Optics: dynamically focus-tunable displays
  • 5.20. Innovation in AR and VR: Addressing the conflict of accommodation and Vergence - the concept of focus tunable displays
  • 5.21. Innovation in AR and VR: addressing the conflict of accommodation and Vergence - the concept of foveated rendering
  • 5.22. Innovation in AR and VR: eye tracking & foveated rendering SMI
  • 5.23. Innovation in AR and VR: eye tracking & foveated rendering Nvidia
  • 5.24. Innovation in AR and VR: eye tracking & foveated rendering Fove - QiVARI
  • 5.25. Innovation in AR and VR: eye tracking & foveated rendering Tobii - The Eye Tribe

6. HAPTICS IN VR

  • 6.1. Case Study: Haptics in VR
  • 6.2. Stimulating the senses: Sight, sound, touch and beyond
  • 6.3. Haptics in mainstream VR today
  • 6.4. Categories for the technology today
  • 6.5. Haptics in controllers: inertial and surface actuation
  • 6.6. Example: Surface actuation on a controller
  • 6.7. Motion simulators and vehicles: established platforms
  • 6.8. New motion simulators are still used to show off VR
  • 6.9. Examples: personal VR motion simulators and vehicles
  • 6.10. Wearable haptic interfaces
  • 6.11. Wearable haptic interfaces - rings
  • 6.12. Commercial examples: GoTouchVR
  • 6.13. Wearable haptic interfaces - gloves
  • 6.14. Examples: Virtuix, NeuroDigital Technologies
  • 6.15. Wearable haptic interfaces - shoes
  • 6.16. Commercial examples: Nidec, CEREVO, and others
  • 6.17. Wearable haptic interfaces - harnesses and apparel
  • 6.18. Wearable haptic interfaces - exoskeletons
  • 6.19. Commercial examples: Dexta Robotics
  • 6.20. Kinaesthetic haptics
  • 6.21. Kinaesthetic devices: types and process flow
  • 6.22. Exoskeletons
  • 6.23. Manipulandums
  • 6.24. FundamentalVR - haptics for training surgeons in VR
  • 6.25. Robotics: Hacking existing platforms to build kinaesthetic haptics
  • 6.26. The case for contactless haptics in VR
  • 6.27. Forecast: Haptics in VR & AR by haptic technology
  • 6.28. Related topic: Power-assist exoskeletons and apparel
  • 6.29. Power assist exoskeletons
  • 6.30. The relationship between assistive devices and kinaesthetic haptics
  • 6.31. Example: Ekso Bionics
  • 6.32. Power assist suits - UPR
  • 6.33. Power assist apparel - Superflex
  • 6.34. Geographical and market trends

7. POWER

  • 7.1. Initial observations on energy storage for smart eyewear
  • 7.2. Size reduction strategies for energy storage devices
  • 7.3. Existing shapes: thin film and coin cell batteries
  • 7.4. Energy storage fit for purpose: Kopin- Hitachi Maxell
  • 7.5. Energy storage design: effect of packaging

8. MARKET FORECASTS 2017-2027

  • 8.1. Market forecasts for AR & VR: Volumes
  • 8.2. Market forecasts for VR: VR will plateau 2022 onwards
  • 8.3. What markets will follow the gaming market's growth? Social VR C& VR cafes
  • 8.4. Market forecasts for AR: Growth from 2020 onwards
  • 8.5. OLED microdisplays for VR: Facilitating the transition to VR-capable AR headsets
  • 8.6. Market forecasts for AR & VR: Value
  • 8.7. Pricing evolution in different AR & VR headsets
  • 8.8. Market forecasts for AR & VR: Headset market value

9. COMPANY PROFILES

  • 9.1. Atheer Labs
  • 9.2. Avegant
  • 9.3. Dispelix
  • 9.4. FlexEl, LLC
  • 9.5. HAP2U
  • 9.6. Immersion Corporation
  • 9.7. Imprint Energy, Inc
  • 9.8. Jenax
  • 9.9. Kopin Corporation
  • 9.10. MicroOLED
  • 9.11. mLED
  • 9.12. Nidec Motor Corporation
  • 9.13. Novasentis
  • 9.14. Oculus
  • 9.15. Optinvent
  • 9.16. Ostendo Technologies
  • 9.17. Osterhout Design Group
  • 9.18. Ricoh
  • 9.19. Royole Corporation
  • 9.20. Seiko Epson Corporation
  • 9.21. Sony Europe (SES)
  • 9.22. Syndiant
  • 9.23. Vuzix
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