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市場調查報告書

擴增實境 (AR) 的全球市場預測 2020年:頭戴式顯示器、抬頭顯示器、終端顯示器、空間顯示器

Augmented Reality Market by Component (Sensor, Display, & Software), Display Type (Head Mounted, Head-Up, Handheld, & Spatial), Application (Aerospace & Defense, Consumer, Commercial), and Geography - Global Forecast to 2020

出版商 MarketsandMarkets 商品編碼 344813
出版日期 內容資訊 英文 163 Pages
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擴增實境 (AR) 的全球市場預測 2020年:頭戴式顯示器、抬頭顯示器、終端顯示器、空間顯示器 Augmented Reality Market by Component (Sensor, Display, & Software), Display Type (Head Mounted, Head-Up, Handheld, & Spatial), Application (Aerospace & Defense, Consumer, Commercial), and Geography - Global Forecast to 2020
出版日期: 2015年11月06日 內容資訊: 英文 163 Pages
簡介

全球擴增實境 (AR) 市場,預計從2015年到2020年,以79.6%的年複合成長率成長。北美成為市場規模是第1大的擴增實境 (AR) 市場。

本報告提供全球擴增實境 (AR) 市場相關調查分析、各市場概要、零組件、顯示器類型、用途及地區的分析、含市場佔有率的競爭情形、主要企業簡介等,為您概述為以下內容。

第1章 簡介

第2章 調查手法

第3章 摘要整理

第4章 重要考察

  • 擴增實境 (AR) 市場
  • 擴增實境 (AR) 市場:主要的顯示器種類
  • APAC的擴增實境 (AR) 市場
  • APAC預計作為急速成長地區登場
  • 擴增實境 (AR) 市場:2大用途的市場佔有率
  • 擴增實境 (AR) 市場:已發展的市場 vs. 新興市場
  • 擴增實境 (AR) 市場、消費者、商業部門

第5章 市場概要

  • 簡介
  • 市場區隔
  • AR技術的歷史、發展
  • 市場動態
    • 促進要素
    • 抑制因素
    • 機會
    • 課題

第6章 產業趨勢

  • 簡介
  • 價值鏈分析
  • 產業趨勢
  • 波特的五力分析

第7章 擴增實境 (AR) 市場:各零件

  • 簡介
  • 硬體設備零組件
    • 感測器
    • 半導體零組件
    • 顯示器
  • 軟體組件

第8章 擴增實境 (AR) 市場:各顯示器類型

  • 簡介
  • 頭戴式顯示器 (HMD)
  • 抬頭顯示器 (HUD)
  • 終端型顯示器
  • 空間顯示器

第9章 擴增實境 (AR) 市場:各用途

  • 簡介
  • 消費者用途
    • 遊戲
    • 運動、娛樂
  • 航太、國防
  • 醫療
  • 商業
    • 旅遊觀光事業、旅遊
    • E學習
    • 電子商務、行銷
  • 其他
    • 企業解決方案
    • 架構、大樓設計 (BIM)
    • 地理空間探勘
    • 汽車

第10章 塑膠廢棄物管理市場:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他 (ROW)

第11章 競爭環境

  • 概要
  • 競爭情形
  • 近幾年的發展

第12章 企業簡介 (產業概要、產品與服務、重要考察、近幾年的發展、SWOT分析、MNM的見解)

  • GOOGLE INC.
  • QUALCOMM INC.
  • MICROSOFT CORP.
  • SAMSUNG ELECTRONICS CO., LTD.
  • TOTAL IMMERSION
  • INFINITY AUGMENTED REALITY INC.
  • BLIPPAR.COM LTD.
  • DAQRI LLC
  • OSTERHOUT DESIGN GROUP (ODG)
  • WIKITUDE GMBH
  • MAGIC LEAP, INC.
  • METAIO GMBH

第13章 附錄

圖表清單

目錄
Product Code: SE 3873

The augmented reality (AR) market is expected to grow at a CAGR of 79.6% between 2015 and 2020. North America would lead the augmented reality market in terms of market size. With the interest of many established players, the augmented reality market is set to boost with inflow of capital and technology playing their respective roles. The attractive offering of the augmented reality technology is also responsible for the growth of augmented reality market. The increased use of PSPs and smartphones would drive the augmented reality market. The growing gaming market is also a driver for the augmented reality technology.

TOURISM AND LOGISTICS SECTOR TO HAVE A HIGH GROWTH RATE IN THE AUGMENTED REALITY MARKET

The commercial applications such as tourism and sightseeing, e-learning, e-commerce & marketing, and facility management would be the fastest-growing market segments for the augmented reality market. Augmented reality would also help the aerospace & defense sector and medical sector for training the fighters and the doctors, respectively, with the use of advanced AR technology. Along with this, logistics market is set to boost with the use of augmented reality technology in vision picking the products at the warehouses. The user experience and the customer engagement with the help of AR would help grab more attention and would help brand the products and services for the marketers.

The presence of major companies such as Google, Inc. (U.S.), Qualcomm, Inc. (U.S.), Microsoft Corporation (U.S.) in North America would boost the AR market in the region. The associations such as the EuroVR, the European Association for Virtual Reality and Augmented Reality would help the growth of European AR market. Also, the aerospace & defense market in Europe is likely to help the growth of the European augmented reality market. The fast-growing commercial markets in Asia-Pacific are expected to foster the growth of the AR market in this region.

The primary participants for the report include 35% of the Tier 1 companies and 45% of the Tier 2 companies. The director-level primary participants were about 25%, and C-level participants accounted for 35%. The primary participants from North America were the most. The primary participants from North America, Europe, and APAC were 45%, 20%, and 30%, respectively.

The major players offering various products in the AR market include Google, Inc. (U.S.), Qualcomm, Inc. (U.S.), Microsoft Corporation (U.S.), Samsung Electronics Co. Ltd. (South Korea), Total Immersion (France), Infinity Augmented Reality Inc. (Israel), Blippar.Com Limited (U.K.), DAQRI LLC (U.K.), Osterhaut Design Group (U.S.), Wikitude GmbH (Austria), Magic Leap Inc. (U.S.), and Metaio GmbH (U.S.).

The AR is one of the emerging technologies to view a real-world environment with augmented inputs. AR technology would reach its peak in the next five years. With the concept of the connected world becoming popular, AR is likely to play an important part in this development in recent years. This report profiles the major companies in the AR market with their market growth strategies and recent developments. This report would help analyze the AR market with respect to its component, application, display type, and geography. The next big wave of change in this connected world, AR is the way!

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. GEOGRAPHIC SCOPE
    • 1.3.3. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Key data from primary sources
      • 2.1.2.2. Key industry insights
      • 2.1.2.3. Breakdown of primaries
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. MARKET BREAKDOWN & DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS
    • 2.4.1. ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. AUGMENTED REALITY MARKET, 2013-2020(USD BILLION)
  • 4.2. AUGMENTED REALITY MARKET - MAJOR DISPLAY TYPE
  • 4.3. AUGMENTED REALITY MARKET IN APAC
  • 4.4. APAC EXPECTED TO EMERGE AS THE FASTEST-GROWING REGION BETWEEN

2015. AND 2020

  • 4.5. AUGMENTED REALITY MARKET: MARKET SHARE OF TWO MAJOR APPLICATIONS IN 2014
  • 4.6. AUGMENTED REALITY MARKET: DEVELOPED VS. DEVELOPING MARKET
  • 4.7. AUGMENTED REALITY MARKET: CONSUMER AND COMMERCIAL SECTORS (2020)

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
    • 5.1.1. MONITOR-BASED TECHNOLOGY
      • 5.1.1.1. Mobile augmented reality
    • 5.1.2. NEAR TO EYE BASED TECHNOLOGY
    • 5.1.3. AUGMENTED REALITY IMPLEMENTATIONS
    • 5.1.4. MARKER-BASED AUGMENTED REALITY
      • 5.1.4.1. Passive marker
      • 5.1.4.2. Active marker
    • 5.1.5. MARKERLESS AUGMENTED REALITY
      • 5.1.5.1. Model-based tracking
      • 5.1.5.2. Image processing-based tracking
  • 5.2. MARKET SEGMENTATION
    • 5.2.1. THE AUGMENTED REALITY MAKRET, BY DISPLAY TYPE
    • 5.2.2. THE AUGMENTED REALITY MAKRET, BY COMPONENT
    • 5.2.3. THE AUGMENTED REALITY MAKRET, BY APPLICATION
    • 5.2.4. THE AUGMENTED REALITY MAKRET, BY GEOGRAPHY
  • 5.3. HISTORY AND EVOLUTION OF AR TECHNOLOGY
  • 5.4. MARKET DYNAMICS
    • 5.4.1. DRIVERS
      • 5.4.1.1. Increasing demand for AR applications and devices for 3D visualization and disease detection in medical fields
      • 5.4.1.2. Increasing demand for augmented reality in architecture and automotive industry
      • 5.4.1.3. Increase in demand for AR in the e-commerce and retail sectors
    • 5.4.2. RESTRAINTS
      • 5.4.2.1. Limited user interface(UI) affecting the navigation performance of augmented reality applications
      • 5.4.2.2. Limited processing power, less storage, and restricted size of memory card in mobile phones
      • 5.4.2.3. Development of AR depends on the advancements in computers and digital network
    • 5.4.3. OPPORTUNITIES
      • 5.4.3.1. Rising investment in augmented reality market
      • 5.4.3.2. Opportunity in e-commerce industry can help augmented reality to penetrate this market
      • 5.4.3.3. Increase in demand for AR devices and apps in the tourism sector
    • 5.4.4. CHALLENGES
      • 5.4.4.1. Low adoption rate due to privacy issues and complexity in design
      • 5.4.4.2. Reconfiguration of applications for different platforms

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. VALUE CHAIN ANALYSIS
  • 6.3. INDUSTRY TRENDS
  • 6.4. PORTER'S FIVE FORCES MODEL
    • 6.4.1. INTENSITY OF COMPETITIVE RIVALRY
    • 6.4.2. THREAT OF SUBSTITUTES
    • 6.4.3. BARGAINING POWER OF BUYERS
    • 6.4.4. BARGAINING POWER OF SUPPLIERS
    • 6.4.5. THREAT OF NEW ENTRANTS

7. AUGMENTED REALITY MARKET, BY COMPONENT

  • 7.1. INTRODUCTION
  • 7.2. HARDWARE COMPONENT
    • 7.2.1. SENSORS
      • 7.2.1.1. 3D depth sensor
      • 7.2.1.2. Accelerometer
      • 7.2.1.3. Gyroscope
      • 7.2.1.4. Magnetometer
      • 7.2.1.5. Image sensor
      • 7.2.1.6. Global Positioning System (GPS)
      • 7.2.1.7. Proximity sensor
    • 7.2.2. SEMICONDUCTOR COMPONENT
      • 7.2.2.1. Controller/processor
      • 7.2.2.2. Integrated circuits
    • 7.2.3. DISPLAY
  • 7.3. SOFTWARE COMPONENT

8. AUGMENTED REALITY MARKET, BY DISPLAY TYPE

  • 8.1. INTRODUCTION
  • 8.2. HEAD-MOUNTED (HMD) AUGMENTED REALITY
  • 8.3. HEAD-UP DISPLAY (HUD) AUGMENTED REALITY
  • 8.4. HANDHELD DISPLAY AUGMENTED REALITY
  • 8.5. SPATIAL DISPLAY AUGMENTED REALITY

9. AUGMENTED REALITY MARKET, BY APPLICATION

  • 9.1. INTRODUCTION
  • 9.2. CONSUMER APPLICATIONS
    • 9.2.1. GAMING
    • 9.2.2. SPORTS AND ENTERTAINMENT
  • 9.3. AEROSPACE & DEFENSE
  • 9.4. MEDICAL
  • 9.5. COMMERCIAL
    • 9.5.1. TOURISM AND SIGHTSEEING
    • 9.5.2. E-LEARNING
    • 9.5.3. E-COMMERCE AND MARKETING
  • 9.6. OTHERS
    • 9.6.1. ENTERPRISE SOLUTIONS
    • 9.6.2. ARCHITECTURE AND BUILDING DESIGN (BIM)
    • 9.6.3. GEOSPATIAL MINING
    • 9.6.4. AUTOMOTIVE

10. AUGMENTED REALITY MARKET, BY GEOGRAPHY

  • 10.1. INTRODUCTION
  • 10.2. NORTH AMERICA
    • 10.2.1. U.S.
    • 10.2.2. CANADA
    • 10.2.3. MEXICO
  • 10.3. EUROPE
    • 10.3.1. U.K.
    • 10.3.2. GERMANY
    • 10.3.3. FRANCE
    • 10.3.4. REST OF EUROPE
  • 10.4. ASIA-PACIFIC (APAC)
    • 10.4.1. CHINA
    • 10.4.2. INDIA
    • 10.4.3. SOUTH KOREA
    • 10.4.4. JAPAN
    • 10.4.5. REST OF APAC
  • 10.5. REST OF THE WORLD (ROW)
    • 10.5.1. MIDDLE EAST & AFRICA
    • 10.5.2. LATIN AMERICA

11. COMPETITIVE LANDSCAPE

  • 11.1. OVERVIEW
  • 11.2. COMPETITIVE SCENARIO
  • 11.3. RECENT DEVELOPMENTS
    • 11.3.1. NEW PRODUCT & TECHNOLOGY LAUNCHES AND DEVELOPMENTS
    • 11.3.2. ACQUISITIONS/COLLABORATIONS
    • 11.3.3. PARTNERSHIPS
    • 11.3.4. EXPANSIONS
    • 11.3.5. OTHERS

12. COMPANY PROFILE (Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*

  • 12.1. GOOGLE INC.
  • 12.2. QUALCOMM INC.
  • 12.3. MICROSOFT CORP.
  • 12.4. SAMSUNG ELECTRONICS CO., LTD.
  • 12.5. TOTAL IMMERSION
  • 12.6. INFINITY AUGMENTED REALITY INC.
  • 12.7. BLIPPAR.COM LTD.
  • 12.8. DAQRI LLC
  • 12.9. OSTERHOUT DESIGN GROUP (ODG)
  • 12.10. WIKITUDE GMBH
  • 12.11. MAGIC LEAP, INC.
  • 12.12. METAIO GMBH

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.

13. APPENDIX

  • 13.1. INSIGHTS OF INDUSTRY EXPERTS
  • 13.2. DISCUSSION GUIDE
  • 13.3. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 13.4. AVAILABLE CUSTOMIZATIONS
  • 13.5. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: GROWING DEMAND FOR AUGMENTED REALITY IN RETAIL APPLICATIONS
  • TABLE 2: LIMITED USER INTERFACE IN DEVICES IS A MAJOR PROBLEM RESTRAINING THE GROWTH OF AUGMENTED REALITY APPLICATIONS IN MOBILE SYSTEMS
  • TABLE 3: AUGMENTED REALITY HAVE THE POTENTIAL TO BE USED IN TOURISM SECTOR IN THE COMING YEARS
  • TABLE 4: CHALLENGES IN AR
  • TABLE 5: KEY INDUSTRY TRENDS IN THE AUGMENTED REALITY MARKET
  • TABLE 6: PORTER'S FIVE FORCES ANALYSIS: THREAT OF NEW ENTRANTS WOULD HAVE MAXIMUM IMPACT ON THE OVERALL MARKET
  • TABLE 7: GLOBAL AUGMENTED REALITY MARKET SIZE, BY COMPONENT, 2013-2020, (USD BILLION)
  • TABLE 8: GLOBAL AUGMENTED REALITY MARKET SIZE, BY HARDWARE COMPONENT, 2013-2020 (USD BILLION)
  • TABLE 9: GLOBAL AUGMENTED REALITY MARKET, BY DISPLAY TYPE, 2013-2020 (USD BILLION)
  • TABLE 10: GLOBAL AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 11: GLOBAL AUGMENTED REALITY MARKET FOR HEAD-UP DISPLAYS, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 12: GLOBAL AUGMENTED REALITY MARKET FOR HANDHELD DISPLAYS, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 13: GLOBAL AUGMENTED REALITY MARKET FOR SPATIAL DISPLAYS, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 14: GLOBAL AUGMENTED REALITY MARKET SIZE, BY VERTICAL, 2013-2020 (USD BILLION)
  • TABLE 15: GLOBAL AUGMENTED REALITY MARKET: CONSUMER SECTOR, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 16: GLOBAL AUGMENTED REALITY MARKET: CONSUMER SECTOR , BY DEVICE TYPE, 2013-2020 (USD MILLION)
  • TABLE 17: GLOBAL AUGMENTED REALITY MARKET: CONSUMER SECTOR, BY REGION, 2013-2020 (USD BILLION)
  • TABLE 18: NORTH AMERICA: AR MARKET SIZE FOR CONSUMER SECTOR , BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 19: EUROPE: AR MARKET SIZE FOR CONSUMER SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 20: APAC: AR MARKET SIZE FOR CONSUMER SECTOR , BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 21: ROW: AR MARKET SIZE FOR CONSUMER SECTOR , BY REGION, 2013-2020 (USD MILLION)
  • TABLE 22: GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENCE SECTOR, BY DISPLAY TYPE, 2013-2020 (USD MILLION)
  • TABLE 23: GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 24: NORTH AMERICA: AR MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 25: EUROPE: AR MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 26: APAC:AR MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 27: ROW: AR MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 28: GLOBAL AUGMENTED REALITY MARKET SIZE FOR MEDICAL SECTOR, BY DISPLAY TYPE, 2013-2020 (USD MILLION)
  • TABLE 29: GLOBAL AUGMENTED REALITY MARKET SIZE FOR MEDICAL SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 30: NORTH AMERICA: AR MARKET SIZE FOR MEDICAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 31: EUROPE: AR MARKET SIZE FOR MEDICAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 32: APAC: AR MARKET SIZE FOR MEDICAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 33: ROW: AR MARKET SIZE FOR MEDICAL SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 34: GLOBAL AUGMENTED REALITY MARKET FOR COMMERCIAL SECTOR, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 35: GLOBAL AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL SECTOR, BY DISPLAY TYPE, 2013-2020 (USD MILLION)
  • TABLE 36: GLOBAL AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 37: NORTH AMERICA: AR MARKET SIZE FOR COMMERCIAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 38: EUROPE: AR MARKET SIZE FOR COMMERCIAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 39: APAC: AR MARKET SIZE FOR COMMERCIAL SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 40: ROW: AR MARKET SIZE FOR COMMERCIAL SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 41: GLOBAL AUGMENTED REALITY MARKET FOR OTHER VERTICAL, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 42: GLOBAL AUGMENTED REALITY MARKET SIZE FOR OTHER SECTOR, BY DISPLAY TYPE, 2013-2020 (USD MILLION)
  • TABLE 43: GLOBAL AUGMENTED REALITY MARKET SIZE FOR OTHER SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 44: NORTH AMERICA: AR MARKET SIZE FOR OTHER SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 45: EUROPE: AR MARKET SIZE FOR OTHER SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 46: APAC: AR MARKET SIZE FOR OTHER SECTOR, BY COUNTRY, 2013-2020 (USD MILLION)
  • TABLE 47: ROW: AR MARKET SIZE FOR OTHER SECTOR, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 48: AUGMENTED REALITY MARKET, BY REGION, 2013-2020 (USD BILLION)
  • TABLE 49: NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 50: NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2013-2020 (USD BILLION)
  • TABLE 51: U.S.: AUGMENTED REALITY MARKET, BY APPLICATION 2013-2020 (USD BILLION)
  • TABLE 52: CANADA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 53: MEXICO: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 54: EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 55: EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2013-2020 (USD BILLION)
  • TABLE 56: U.K.: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 57: GERMANY: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 58: FRANCE: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 59: REST OF EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 60: APAC: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD BILLION)
  • TABLE 61: APAC: AUGMENTED REALITY MARKET, BY COUNTRY, 2013-2020 (USD BILLION)
  • TABLE 62: CHINA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 63: INDIA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 64: SOUTH KOREA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 65: JAPAN: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 66: REST OF APAC: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 67: ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 68: REST OF THE WORLD: AUGMENTED REALITY MARKET, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 69: MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 70: MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 71: NEW PRODUCT LAUNCHES AND DEVELOPMENTS, 2012-2015
  • TABLE 72: ACQUISITIONS/COLLABORATIONS, 2012-2015
  • TABLE 73: PARTNERSHIPS, 2012-2014
  • TABLE 74: EXPANSIONS, 2012-2015
  • TABLE 75: OTHERS, 2012-2015

LIST OF FIGURES

  • FIGURE 1: MARKETS COVERED
  • FIGURE 2: GLOBAL AUGMENTED REALITY MARKET: RESEARCH DESIGN
  • FIGURE 3: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 4: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 5: MARKET BREAKDOWN & DATA TRIANGULATION
  • FIGURE 6: ASSUMPTIONS OF THE RESEARCH STUDY
  • FIGURE 7: AUGMENTED REALITY MARKET, 2013-2020 (USD BILLION)
  • FIGURE 8: AUGMENTED REALITY COMPONENT MARKET SIZE, 2013-2020 (USD BILLION)
  • FIGURE 9: AUGMENTED REALITY MARKET, BY HARDWARE (2013-2020)
  • FIGURE 10: AUGMENTED REALITY MARKET, BY DISPLAY TYPE (2014 VS. 2020)
  • FIGURE 11: COMMERCIAL SECTOR EXPECTED TO WITNESS THE HIGHEST GROWTH RATE BETWEEN 2015 AND 2020
  • FIGURE 12: NORTH AMERICA HELD THE LARGEST MARKET SHARE IN 2014
  • FIGURE 13: ATTRACTIVE MARKET OPPORTUNITIES FOR AUGMENTED REALITY
  • FIGURE 14: THE HANDHELD DISPLAY SEGMENT ACCOUNTED FOR THE LARGEST MARKET SHARE IN 2014
  • FIGURE 15: THE CONSUMER SECTOR IS EXPECTED TO HAVE THE HIGHEST MARKET SHARE IN APAC BY 2020
  • FIGURE 16: CHINA AND JAPAN ESTIMATED TO EMERGE AS THE FASTEST-GROWING COUNTRIES
  • FIGURE 17: CONSUMER AND COMMERCIAL SECTORS EXPECTED TO LEAD THE NORTH AMERICAN MARKET BETWEEN 2015 AND 2020
  • FIGURE 18: CHINA EXPECTED TO GROW FASTER THAN THE OTHER DEVELOPED MARKET
  • FIGURE 19: CONSUMER AND COMMERCIAL SECTORS HAVE A PROMISING FUTURE IN APAC
  • FIGURE 20: TYPES OF AUGMENTED REALITY IMPLEMENTATIONS
  • FIGURE 21: THE AUGMENTED REALITY MARKET SEGMENTATION: BY GEOGRAPHY
  • FIGURE 22: EVOLUTION OF THE AUGMENTED REALITY TECHNOLOGY
  • FIGURE 23: DEMAND FOR AR APPLICATIONS IN THE MEDICAL AND RETAIL SECTORS WILL DRIVE THE GROWTH OF THE AR MARKET
  • FIGURE 24: VALUE CHAIN ANALYSIS (2015): MAJOR VALUE IS ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 25: PORTER'S FIVE FORCES ANALYSIS (2014)
  • FIGURE 26: AUGMENTED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 27: IMPACT ANALYSIS OF INTENSITY OF COMPETITIVE RIVALRY
  • FIGURE 28: IMPACT ANALYSIS OF THREAT OF SUBSTITUTES
  • FIGURE 29: IMPACT ANALYSIS OF BARGAINING POWER OF BUYERS
  • FIGURE 30: IMPACT ANALYSIS OF BARGAINING POWER OF SUPPLIERS
  • FIGURE 31: IMPACT ANALYSIS OF THREAT OF NEW ENTRANTS
  • FIGURE 32: AUGMENTED REALITY MARKET: SOFTWARE COMPONENT VS. HARDWARE COMPONENT (2014 VS. 2020)
  • FIGURE 33: GEOGRAPHIC SNAPSHOT: APAC EXPECTED TO REGISTER THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
  • FIGURE 34: U.S. ESTIMATED TO DOMINATE THE MARKET WITH LARGEST MARKET SIZE BETWEEN 2015 AND 2020
  • FIGURE 35: NORTH AMERICAN AUGMENTED REALITY MARKET OVERVIEW
  • FIGURE 36: EUROPEAN AUGMENTED REALITY MARKET OVERVIEW: 2014
  • FIGURE 37: APAC AUGMENTED REALITY MARKET OVERVIEW: 2014
  • FIGURE 38: COMPANIES ADOPTED PRODUCT AND TECHNOLOGY INNOVATION AS THE KEY GROWTH STRATEGY IN 2013 AND 2014
  • FIGURE 39: PRODUCT ANALYSIS FOR MAJOR COMPANIES IN AUGMENTED REALITY MARKET
  • FIGURE 40: MARKET EVALUATION FRAMEWORK-NEW PRODUCT LAUNCHES FUELED THE GROWTH BETWEEN 2012 AND 2014
  • FIGURE 41: BATTLE FOR MARKET SHARE: NEW PRODUCT LAUNCHES WAS THE KEY STRATEGY
  • FIGURE 42: GOOGLE INC.: COMPANY SNAPSHOT
  • FIGURE 43: GOOGLE INC.: SWOT ANALYSIS
  • FIGURE 44: QUALCOMM INC.: COMPANY SNAPSHOT
  • FIGURE 45: QUALCOMM INC.: SWOT ANALYSIS
  • FIGURE 46: MICROSOFT CORP.: COMPANY SNAPSHOT
  • FIGURE 47: MICROSOFT CORP.: SWOT ANALYSIS
  • FIGURE 48: SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT
  • FIGURE 49: SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS
  • FIGURE 50: TOTAL IMMERSION: SWOT ANALYSIS
  • FIGURE 51: INFINITY AUGMENTED REALITY INC.: SWOT ANALYSIS
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