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市場調查報告書
全球擴增實境(AR)市場:遊戲·汽車·醫療·廣告·國防·數位學習·GPS應用程式的產品(HMD/HUD/平板電腦/智慧型手機)預測(2011年∼2016年)
Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, E-learning & GPS applications (2011 ? 2016)
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全球擴增實境(AR)市場:遊戲·汽車·醫療·廣告·國防·數位學習·GPS應用程式的產品(HMD/HUD/平板電腦/智慧型手機)預測(2011年∼2016年) 是由出版商Markets and Markets在2011年12月所出版的。
這份英文市場調查報告書包含204 Pages 價格從美金4650起跳。
全球擴增實境(AR)應用市場的收益,從2011年的1億8,125萬美元,預計到2016年將增加到51億5,592萬美元將以年複合成長率95.35%急速成長。
本報告提供全球AR應用市場調查分析,智慧型手機,平板電腦,眼鏡產品,頭戴式顯示器(HMD),抬頭顯示器(HUD)分類產品,不同應用領域市場趨勢與未來成長相關驗證,不同技術分析,各地區分析,競爭情形和主要企業簡介,為您概述為以下內容。
第1章 簡介
第2章 摘要整理
第3章 市場概要
- 簡介
- 市場定義
- AR的演變
- AR vs. VR
- 市場趨勢
- 促進成長要素
- 阻礙成長的要素
- 機會
- 重大的問題
- 成功的必需條件
- AR應用程式分析
- AR對應產品的生命週期
- 市場佔有率分析
- 專利分析
第4章 產品市場
- 概要
- 智慧型手機
- 平板電腦
- 眼鏡產品
- 頭戴式顯示器(HMD)
- 抬頭顯示器(HUD)
第5章 應用市場
第6章 技術市場
第7章 各地區分析
第8章 競爭情形
第9章 企業簡介
- ACROSSAIR
- AR23D AGENCY
- ARTOOLWORKS INC
- ARTIFICIAL LIFE INC
- GETFUGU INC
- GOLDRUN LLC
- KOOABA AG
- LAYAR B.V.
- LITEYE SYSTEMS INC
- METAIO GMBH
- MICROVISION INC
- OGMENTO INC
- QUALCOMM INCORPORATED
- SYNDIANT
- TANAGRAM INC
- TOTAL IMMERSION
- VERTIGORE
- VUZIX CORPORATION
- WHISTLEBOX INC
- WIKITUDE GMBH
- ZENITUM INC
- ZUGARA INC
- 其他
附錄
圖表
Abstract
Mixed reality has been around for decades but has hit the market just a few
years back. Virtual reality and augmented reality are a part of mixed reality.
There has been a lot of research and development in this field and a number of
prototypes were made for the various products and applications. This
application was a very niche market some time back but the companies have
realized the need for a new technology and are now leveraging the same to the
consumers. A number of products are commercially available as of today and the
market will witness an immense growth in the products and applications for
augmented reality.
The research report deals with the current trends in the augmented reality
applications market as well as the expected future trends in the same. The
product life cycle of the products that support augmented reality is discussed
with their future trends. The target applications of augmented reality are
explained with an analysis of the highest attractive market. The report is
segmented on the basis of products, applications, technology, and geography.
As of today, only 0.1% of the users are using augmented reality products in
the total market of products under study. It is estimated that in the coming
five years, 1% of the population will be using this application; which is an
exponential rise in the overall market. As the market will grow up, many
categories of application will incorporate augmented reality features;
particularly in retail, travel, and gaming application. The world will witness
the use of these applications across all domains.
At present, North America and Europe are the major contributors in the
augmented reality application market; but, in the coming five years, Japan,
China, and South Korea will have a major chunk in the market share of
augmented reality. Right now, the augmented reality application market is
liberated by small companies with talented developer squad. As the augmented
reality application market will grow, it is expected that established industry
players will increase their involvement.
The growth of the augmented reality applications market is expected to be
exponential with the revenue growth from $181.25 million in 2011 to $5,155.92
million by 2016, at a CAGR of 95.35% from 2011 to 2016. The most attractive of
all the segments is the smartphones segment; followed by the tablets, and so
on. The major players that provide software for augmented reality are Total
Immersion (France), Metaio (Germany), Wikitude (Austria), Zugara (U.S.), and
Layar (The Netherlands).
Scope of the report
This augmented reality applications market research report categorizes the
global market on the basis of them being used in different products,
applications, the technology being used to view the augmented image, and
geographical analysis; forecasting revenue, and analyzing trends in the market.
On the basis of product
The product market is segmented into five broad categories; namely
smartphones, tablet PC's, eye wear, head mounted displays, and head up
displays.
On the basis of application
The application market is segmented into industrial applications and consumer
applications. The industrial application is further classified into military,
medical, and manufacturing and repair applications. The consumer applications
are categorised into gaming applications, e-learning, GPS navigation, and
online advertisement applications. The market trend for these applications is
also entailed.
On the basis of technology
Two major types of technologies are discussed in the report; monitor based and
near-to-eye-based technology. The near-to-eye-based technology is further
segmented into video see through and optical see through. A comparative study
of these technologies is discussed in the report.
On the basis of geography
- North America
- Europe
- Asia-Pacific
- ROW
Each section makes provisions for market data, market drivers, trends and
opportunities, key players, and competitive outlook. It makes ways for market
tables to enclose the sub-segments and micro-markets. In addition, the report
provides more than 20 company profiles covering all the sub-segments.
Table of Contents
1. INTRODUCTION
- 1.1. KEY TAKE-AWAYS
- 1.2. REPORT DESCRIPTION
- 1.3. MARKETS COVERED
- 1.4. STAKEHOLDERS
- 1.5. RESEARCH METHODOLOGY
- 1.5.1. MARKET SIZE
- 1.5.2. KEY DATA POINTS FROM SECONDARY SOURCES
- 1.5.3. KEY DATA POINTS FROM PRIMARY SOURCES
- 1.5.4. ASSUMPTIONS MADE FOR THIS REPORT
- 1.5.5. LIST OF COMPANIES CONTACTED DURING THIS REPORT
2. EXECUTIVE SUMMARY
3. MARKET OVERVIEW
- 3.1. INTRODUCTION
- 3.2. MARKET DEFINITION
- 3.3. EVOLUTION OF AUGMENTED REALITY
- 3.4. AUGMENTED REALITY VS VIRTUAL REALITY
- 3.5. MARKET DYNAMICS
- 3.5.1. DRIVERS
- 3.5.1.1. Enhanced user experience
- 3.5.1.2. Boost in the demand of smartphones
- 3.5.1.3. Increasing growth of e-commerce
- 3.5.2. RESTRAINT
- 3.5.2.1. Image quality - not at par
- 3.5.3. OPPORTUNITIES
- 3.5.3.1. Emerging applications
- 3.5.3.2. Increase in R&D initiatives
- 3.5.4. BURNING ISSUES
- 3.5.4.1. Lack of awareness of the concept
- 3.5.4.2. Technological barriers
- 3.5.5. WINNING IMPERATIVE
- 3.5.5.1. Partnering with major players
- 3.5.6. AUGMENTED REALITY APPLICATION ANALYSIS
- 3.5.7. LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
- 3.5.8. MARKET SHARE ANALYSIS
- 3.5.9. PATENT ANALYSIS
4 PRODUCT MARKET
- 4.1. OVERVIEW
- 4.1.1. SMARTPHONES
- 4.1.1.1. Drivers
- 4.1.1.1.1. Escalation in demand of smartphones
- 4.1.1.1.2. Growth in the number of mobile internet users
- 4.1.1.1.3. Superior network topology
- 4.1.2. TABLETS
- 4.1.3. EYEWEAR
- 4.1.4. HEAD MOUNTED DISPLAYS (HMD'S)
- 4.1.5. HEAD UP DISPLAYS
5 APPLICATION MARKET
- 5.1. APPLICATIONS OVERVIEW
- 5.1.1. INDUSTRIAL APPLICATIONS
- 5.1.1.1. Defense
- 5.1.1.2. Medical
- 5.1.1.3. Manufacturing & repair
- 5.1.2. CONSUMER APPLICATIONS
- 5.1.2.1. Gaming
- 5.1.2.2. E-learning
- 5.1.2.3. GPS navigation
- 5.1.2.4. Online advertising
6. TECHNOLOGY MARKET
- 6.1. OVERVIEW
- 6.1.1. MONITOR-BASED TECHNOLOGY
- 6.1.2. NEAR-TO-EYE-BASED TECHNOLOGY
- 6.1.2.1. Video see-through
- 6.1.2.2. Optical see-through
- 6.1.3. COMPARISON OF TECHNOLOGIES
7 GEOGRAPHICAL ANALYSIS
- 7.1. OVERVIEW
- 7.1.1. NORTH AMERICA
- 7.1.2. EUROPE
- 7.1.3. APAC
- 7.1.4. ROW
8. COMPETITIVE LANDSCAPE
9. COMPANY PROFILES
- 9.1. ACROSSAIR
- 9.1.1. OVERVIEW
- 9.1.2. PRODUCTS & SERVICES
- 9.1.3. FINANCIALS
- 9.1.4. STRATEGY
- 9.1.5. DEVELOPMENTS
- 9.2. AR23D AGENCY
- 9.2.1. OVERVIEW
- 9.2.2. PRODUCTS & SERVICES
- 9.2.3. FINANCIALS
- 9.2.4. DEVELOPMENTS
- 9.3. ARTOOLWORKS INC.
- 9.3.1. OVERVIEW
- 9.3.2. PRODUCTS & SERVICES
- 9.3.3. FINANCIALS
- 9.3.4. STRATEGY
- 9.3.5. DEVELOPMENTS
- 9.4. ARTIFICIAL LIFE INC.
- 9.4.1. OVERVIEW
- 9.4.2. PRODUCTS & SERVICES
- 9.4.3. FINANCIALS
- 9.4.4. STRATEGY
- 9.4.5. DEVELOPMENTS
- 9.5. GETFUGU INC.
- 9.5.1. OVERVIEW
- 9.5.2. PRODUCTS & SERVICES
- 9.5.3. FINANCIALS
- 9.5.4. STRATEGY
- 9.5.5. DEVELOPMENTS
- 9.6. GOLDRUN LLC
- 9.6.1. OVERVIEW
- 9.6.2. PRODUCTS & SERVICES
- 9.6.3. FINANCIALS
- 9.6.4. STRATEGY
- 9.6.5. DEVELOPMENTS
- 9.7. KOOABA AG
- 9.7.1. OVERVIEW
- 9.7.2. PRODUCTS & SERVICES
- 9.7.3. FINANCIALS
- 9.7.4. STRATEGY
- 9.7.5. DEVELOPMENTS
- 9.8. LAYAR B.V.
- 9.8.1. OVERVIEW
- 9.8.2. PRODUCTS & SERVICES
- 9.8.3. FINANCIALS
- 9.8.4. STRATEGY
- 9.8.5. DEVELOPMENTS
- 9.9. LITEYE SYSTEMS INC.
- 9.9.1. OVERVIEW
- 9.9.2. PRODUCTS & SERVICES
- 9.9.3. FINANCIALS
- 9.9.4. STRATEGY
- 9.9.5. DEVELOPMENTS
- 9.10. METAIO GMBH
- 9.10.1. OVERVIEW
- 9.10.2. PRODUCTS & SERVICES
- 9.10.3. FINANCIALS
- 9.10.4. STRATEGY
- 9.10.5. DEVELOPMENTS
- 9.11. MICROVISION INC.
- 9.11.1. OVERVIEW
- 9.11.2. PRODUCTS & SERVICES
- 9.11.3. FINANCIALS
- 9.11.4. STRATEGY
- 9.11.5. DEVELOPMENTS
- 9.12. OGMENTO INC.
- 9.12.1. OVERVIEW
- 9.12.2. PRODUCTS & SERVICES
- 9.12.3. FINANCIALS
- 9.12.4. STRATEGY
- 9.12.5. DEVELOPMENTS
- 9.13. QUALCOMM INCORPORATED
- 9.13.1. OVERVIEW
- 9.13.2. PRODUCTS & SERVICES
- 9.13.3. FINANCIALS
- 9.13.4. STRATEGY
- 9.13.5. DEVELOPMENTS
- 9.14. SYNDIANT
- 9.14.1. OVERVIEW
- 9.14.2. PRODUCTS & SERVICES
- 9.14.3. FINANCIALS
- 9.14.4. STRATEGY
- 9.14.5. DEVELOPMENTS
- 9.15. TANAGRAM INC.
- 9.15.1. OVERVIEW
- 9.15.2. PRODUCTS & SERVICES
- 9.15.3. FINANCIALS
- 9.15.4. STRATEGY
- 9.15.5. DEVELOPMENTS
- 9.16. TOTAL IMMERSION
- 9.16.1. OVERVIEW
- 9.16.2. PRODUCTS & SERVICES
- 9.16.3. FINANCIALS
- 9.16.4. STRATEGY
- 9.16.5. DEVELOPMENTS
- 9.17. VERTIGORE
- 9.17.1. OVERVIEW
- 9.17.2. PRODUCTS & SERVICES
- 9.17.3. FINANCIALS
- 9.17.4. DEVELOPMENTS
- 9.18. VUZIX CORPORATION
- 9.18.1. OVERVIEW
- 9.18.2. PRODUCTS & SERVICES
- 9.18.3. FINANCIALS
- 9.18.4. STRATEGY
- 9.18.5. DEVELOPMENTS
- 9.19. WHISTLEBOX INC.
- 9.19.1. OVERVIEW
- 9.19.2. PRODUCTS & SERVICES
- 9.19.3. FINANCIALS
- 9.19.4. STRATEGY
- 9.19.5. DEVELOPMENTS
- 9.20. WIKITUDE GMBH
- 9.20.1. OVERVIEW
- 9.20.2. PRODUCTS & SERVICES
- 9.20.3. FINANCIALS
- 9.20.4. STRATEGY
- 9.20.5. DEVELOPMENTS
- 9.21. ZENITUM INC.
- 9.21.1. OVERVIEW
- 9.21.2. PRODUCTS & SERVICES
- 9.21.3. FINANCIALS
- 9.21.4. DEVELOPMENTS
- 9.22. ZUGARA INC.
- 9.22.1. OVERVIEW
- 9.22.2. PRODUCTS & SERVICES
- 9.22.3. FINANCIALS
- 9.22.4. STRATEGY
- 9.22.5. DEVELOPMENTS
- 9.23. OTHERS
- 9.23.1. INNOVEGA INC.
- 9.23.1.1. Overview
- 9.23.1.2. Products & Services
- 9.23.1.3. Financials
- 9.23.1.4. Strategy
- 9.23.2. KISHINO LIMITED
- 9.23.2.1. Overview
- 9.23.2.2. Products & Services
- 9.23.2.3. Financials
- 9.23.3. PLAYVIZ
- 9.23.3.1. Overview
- 9.23.3.2. Products & Services
- 9.23.3.3. Financials
APPENDIX
- U.S. PATENTS
- EUROPE PATENTS
- JAPAN PATENTS
LIST OF TABLES
- TABLE 1: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY GEOGRAPHY, 2010
- 2016 ($MILLION)
- TABLE 2: STAGES OF EVOLUTION OF AUGMENTED REALITY
- TABLE 3: COMPARATIVE STUDY BETWEEN AUGMENTED REALITY & VIRTUAL REALITY
- TABLE 4: R&D INITIATIVES, 2008 - 2011
- TABLE 5: MARKET SHARE IN AUGMENTED REALITY, BY TOP PLAYERS, 2010 (BY
REVENUE)
- TABLE 6: PATENT ANALYSIS, BY COMPANY, 2007 - 2011
- TABLE 7: GLOBAL AUGMENTED REALITY APPLICATIONS MARKET REVENUE, BY
PRODUCTS, 2010 - 2016 ($MILLION)
- TABLE 8: COMPARISON CHART OF SMARTPHONES IN 2003 & 2011
- TABLE 9: MARKET SHARE OF SMARTPHONE SHIPMENT, BY SERVICE PROVIDERS, 2010 -
2011 (MILLION UNITS)
- TABLE 10: SMARTPHONE MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 11: GLOBAL SMARTPHONE MARKET REVENUE, BY APPLICATIONS, 2010 - 2016
($MILLION)
- TABLE 12: AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY
GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 13: GLOBAL AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 14: PERCENTAGE OF MOBILE SUBSCRIBERS ACCESSING MOBILE WEB MONTHLY,
2011 & 2016
- TABLE 15: TOP COUNTRIES WHERE 3G HANDSETS HAVE PENETRATED, 2011
- TABLE 16: TABLET MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 17: TABLET MARKET REVENUE, BY APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 18: AUGMENTED REALITY ENABLED TABLET MARKET REVENUE, BY GEOGRAPHY,
2010 - 2016 ($MILLION)
- TABLE 19: AUGMENTED REALITY ENABLED TABLET MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 20: EYEWEAR MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 21: EYEWEAR MARKET REVENUE, BY APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 22: AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY GEOGRAPHY,
2010 - 2016 ($MILLION)
- TABLE 23: AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 24: HMD MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 25: HMD MARKET REVENUE, BY APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 26: AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY GEOGRAPHY, 2010
- 2016 ($MILLION)
- TABLE 27: AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY APPLICATIONS,
2010 - 2016 ($MILLION)
- TABLE 28: HEAD UP DISPLAY MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 29: HEAD UP DISPLAY MARKET REVENUE, BY APPLICATIONS, 2010 - 2016
($MILLION)
- TABLE 30: AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY
GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 31: AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY
APPLICATIONS, 2011 - 2016 ($MILLION)
- TABLE 32: AUGMENTED REALITY MARKET REVENUE, BY APPLICATIONS, 2010 - 2016
($MILLION)
- TABLE 33: GLOBAL AUGMENTED REALITY MARKET REVENUE, BY INDUSTRIAL
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 34: AUGMENTED REALITY INDUSTRIAL APPLICATIONS, BY GEOGRAPHY, 2010 -
2016 ($MILLION)
- TABLE 35: DEFENSE APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 36: DEFENSE APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 - 2016
($MILLION)
- TABLE 37: MEDICAL APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 38: MANUFACTURING & REPAIR MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 39: GLOBAL AUGMENTED REALITY MARKET REVENUE, BY CONSUMER
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 40: AUGMENTED REALITY CONSUMER APPLICATIONS, BY GEOGRAPHY, 2010 -
2016 ($MILLION)
- TABLE 41: GLOBAL GAMING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 -
2016 ($MILLION)
- TABLE 42: AUGMENTED REALITY GAMING APPLICATIONS MARKET REVENUE, BY
GEOGRAPHY, 2010 - 2016 ($MILLION)
- TABLE 43: E-LEANING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 44: E-LEARNING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 - 2016
($MILLION)
- TABLE 45: GPS NAVIGATION MARKET REVENUE, BY GEOGRAPHY, 2010 - 2016
($MILLION)
- TABLE 46: GPS NAVIGATION MARKET REVENUE, BY PRODUCTS, 2010 - 2016
($MILLION)
- TABLE 47: ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY,
2010 - 2016 ($MILLION)
- TABLE 48: ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY PRODUCTS,
2010 - 2016 ($MILLION)
- TABLE 49: AUGMENTED REALITY MARKET REVENUE, BY TECHNOLOGY, 2010 - 2016
($MILLION)
- TABLE 50: MONITOR-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 -
2016 ($MILLION)
- TABLE 51: NEAR-TO-EYE-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 -
2016 ($MILLION)
- TABLE 52: NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 53: EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 54: APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 55: ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY
APPLICATIONS, 2010 - 2016 ($MILLION)
- TABLE 56: MERGERS & ACQUISITIONS, 2009
- TABLE 57: COLLABORATIONS/PARTNERSHIPS/AGREEMENTS/JOINT VENTURES, 2009 -
2011
- TABLE 58: NEW PRODUCTS LAUNCH, 2009 - 2011
LIST OF FIGURES
- FIGURE 1: OVERVIEW OF AUGMENTED REALITY MARKET
- FIGURE 2: PROGRESS OF AUGMENTED REALITY
- FIGURE 3: AUGMENTED REALITY & VIRTUAL REALITY
- FIGURE 4: IMPACT ANALYSIS OF DRIVERS
- FIGURE 5: E-COMMERCE SALES GROWTH, 2010 - 2016 ($MILLION)
- FIGURE 6: IMPACT ANALYSIS OF RESTRAINT
- FIGURE 7: TARGET APPLICATIONS FOR AUGMENTED REALITY
- FIGURE 8: LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
- FIGURE 9: PATENT ANALYSIS, BY GEOGRAPHY, 2007 - 2011
- FIGURE 10: PATENT ANALYSIS, BY COUNTRIES, 2007 - 2011
- FIGURE 11: OVERVIEW OF AUGMENTED REALITY, BY PRODUCTS
- FIGURE 12: SMARTPHONES VS AUGMENTED REALITY ENABLED SMARTPHONES, 2011 VS
2016
- FIGURE 13: GLOBAL SMARTPHONES SHIPMENT, 2011 - 2016 (MILLION UNITS)
- FIGURE 14: TABLET VS AUGMENTED REALITY ENABLED TABLET MARKET, 2011 & 2016
- FIGURE 15: EYEWEAR VS AUGMENTED REALITY ENABLED EYEWEAR, 2011 & 2016
- FIGURE 16: HMD VS AUGMENTED REALITY ENABLED HMD
- FIGURE 17: SCHEMATIC REPRESENTATION OF A HEAD MOUNTED DISPLAY
- FIGURE 18: OVERVIEW OF AUGMENTED REALITY, BY APPLICATIONS
- FIGURE 19: OVERVIEW OF AUGMENTED REALITY, BY TECHNOLOGY
- FIGURE 20: MONITOR-BASED AUGMENTED REALITY
- FIGURE 21: VIDEO SEE-THROUGH AUGMENTED REALITY
- FIGURE 22: OPTICAL SEE-THROUGH AUGMENTED REALITY
- FIGURE 23: COMPARITIVE STUDY OF TECHNOLOGIES
- FIGURE 24: COMPARISON OF AUGMENTED REALITY APPLICATIONS MARKET, BY
GEOGRAPHY, 2011 VS 2016
- FIGURE 25: NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE,
2010 - 2016 ($MILLION)
- FIGURE 26: EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 -
2016 ($MILLION)
- FIGURE 27: APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 - 2016
($MILLION)
- FIGURE 28: ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 - 2016
($MILLION)
- FIGURE 29: KEY GROWTH STRATEGIES, 2009 - 2011
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