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市場調查報告書

擴增實境和虛擬實境的市場 - 技術,感測器與零件,各應用領域的全球規模的分析與預測

Augmented Reality and Virtual Reality Market to 2025 - Global Analysis and Forecasts by Technology, Sensors & Components and Applications

出版商 The Insight Partners 商品編碼 369037
出版日期 內容資訊 英文 203 Pages
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擴增實境和虛擬實境的市場 - 技術,感測器與零件,各應用領域的全球規模的分析與預測 Augmented Reality and Virtual Reality Market to 2025 - Global Analysis and Forecasts by Technology, Sensors & Components and Applications
出版日期: 2016年06月30日 內容資訊: 英文 203 Pages
簡介

本報告提供成長率和主要的市場佔有率與活性因子相關之

第1章 目錄

第2章 簡介

第3章 主要調查結果

第4章 擴增實境和虛擬實境的市場展望

  • AR和VR概要
  • 定義
  • 價值鏈分析

第5章 AR/VR市場 - 主要產業動態

  • 主要市場促進要素
  • 主要市場抑制因素
  • 主要市場機會
  • 今後趨勢

第6章 AR/VR市場 - 波特的五力分析

  • AR/VR市場概要
  • AR/VR的全球市場 - 波特的五力分析

第7章 AR/VR的全球市場分析

  • 銷售額與市場預測
  • 競爭展望

第8章 AR/VR的全球市場收益與預測 - 技術

  • 概要
  • 感測器
  • 半導體零組件
  • 虛擬實境感測器與零件
  • 擴增實境感測器與零件

第9章 AR/VR的全球市場收益與預測 - 應用

  • 概要
  • 擴增實境的應用
  • 虛擬實境的應用

第10章 AR/VR的全球市場收益與預測 - 各地區分析

  • 概要
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 法國
    • 德國
    • 義大利
    • 西班牙
    • 英國
    • 其他歐洲
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 其他亞太地區
  • 中東·非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 其他中東·非洲
  • 南美
    • 巴西
    • 其他南美

第12章 主要企業簡介

  • Artoolworks, Inc.
  • Augmented Pixels Co.
  • EON Reality, Inc.
  • Innovega, Inc
  • Kishino Limited
  • Laster Technologies
  • Layar B. V.
  • Total Immersion
  • Vuzix Corporation
  • Zugara, Inc.

第13章 附屬資料

目錄
Product Code: TIPTE100000114

AR and VR technologies were incepted in early 90`s, but the technologies are getting into mainstream in recent years. As the market is in emerging stage the number of players are limited and growing year on year, limited entry barrier at present is encouraging new ventures in AR and VR market, while many big players such as Google, Inc., Microsoft, Facebook, and many others are focusing to capitalize the market through their products and services. Though there are many other enterprises which have been working on these technologies are yet to spread their footprints across the globe. The global AR and VR market is expected to grow at a CAGR of 41.2% during the forecast period 2016 - 2025 and accounts for US$ 130.01 Mn in the year 2025.

AR and VR market has been divided into segments such as technology i.e., AR and VR technologies, components and end-user industries. Components segment is further divided into sensors and other semiconductor components. End-user industry includes, Industrial, education, medical, aerospace & defense, entertainment and retail among others. The entertainment industry finds the largest application in the AR and VR market and consequently is expected to grow at a CAGR of 43.9% during the forecast period. AR and VR market is further bifurcated into geography`s which includes North America, Europe, APAC, Latin America (SAM) and Middle East & Africa (MEA). One of the prominent regions among these is North America which has registered highest adoption of AR and VR technologies in the current years, however APAC is estimated to be the leader in near future. Some of the major players of AR and VR market are Innovega, Inc., Augmented Pixels Co., Vuzix Corporation, DAQRI LLC,Total Immersion, Blippar, Oculus VR LLC, EON Reality, Inc., Microsoft Corporation, and Google, Inc. among others.

AR and VR market revenue has been analyzed by above mentioned segments in all the listed regions and then the market data is validated through primary interviews. Insights from key opinion leaders are gathered by reaching out to the industry experts in key companies all the regions mentioned above. The key drivers for this market include Big Data visualization to drive AR and VR market, and retail applications are expected to upsurge the demand for AR and VR. AR and VR applications are wide spread across different verticals, such as education, entertainment, training, medical, sports and others. The advancing applications of AR are expected to impact the way customers shop in near future, AR solutions will mainly impact the shopping attitudes of the customers and is expected to offer exciting experience to the customers.

Reason to Buy:

  • Understand the key players in the global augmented reality and virtual reality market upon what products/technologies have they launched, and how probable are these to thrive in the market
  • Highlights key business priorities in order to assist companies to realign their business strategies
  • Highlights key technologies thereby allowing organizations to gain revenues by focusing majorly on select augmented/virtual reality products
  • The key findings and recommendations highlight crucial progressive industry trends in the this market, thereby allowing players across the value chain to develop effective long term strategies
  • Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
  • Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as the those hindering it
  • Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution
  • Examine the current and future impact of the five forces namely: bargaining power of suppliers, bargaining power of buyers, threat of substitutes, threat of new entrants and degree of competition

Table of Contents

1. Table of Contents

  • 1.1. List of Tables
  • 1.2. List of Figures

2. Introduction

  • 2.1. TIP Research Report Guidance

3. Key Takeaways

4. Augmented Reality and Virtual Reality Market Landscape

  • 4.1. AR and VR Overview
  • 4.2. Definitions
  • 4.3. Value Chain Analysis

5. AR and VR Market-Key Industry Dynamics

  • 5.1. AR and VR Market - Key Market Drivers
  • 5.2. Key Market Restraints
  • 5.3. Key Market Opportunities
  • 5.4. Future Trends

6. AR and VR Market-Five Forces Analysis

  • 6.1AR and VR Market Overview
  • 6.2. Global Market-Five Forces Analysis

7. Global AR and VR Market Analysis

  • 7.1. Global Sales Revenue and Forecasts to 2025
  • 7.2. Global Augmented Reality and Virtual Reality Market, Competitive Landscape
    • 7.2.1. Market Share or Market Positioning of Key Players, 2014

8. Global AR and VR Market Revenue and Forecasts to 2025-Technology

  • 8.1. Overview
    • 8.1.1. Segment Share (%), 2014 & 2025
  • 8.2. Augmented Reality (AR)
  • 8.3. Virtual Reality (VR)

9. Global AR and VR Market Revenue and Forecasts to 2025-Sensors & Components

  • 9.1. Overview
    • 9.1.1. Segment Share (%), 2014 & 2025
  • 9.2. Sensors
  • 9.3. Semiconductor Components
  • 9.4. Virtual Reality Sensors & Components
  • 9.5. Augmented Reality Sensors & Components

10. Global Market Revenue and Forecasts to 2025-Application

  • 10.1. Overview
  • 10.1.1. Segment Share (%), 2014 & 2025
  • 10.2. Augmented Reality Applications
  • 10.3. Virtual Reality Applications

11. Global Market Revenue and Forecasts to 2025-Geographical Analysis

  • 11.1. Overview
    • 11.1.1. Segment Share (%), 2014 & 2025
  • 11.2. North America
    • 11.2.1. U.S.
    • 11.2.2. Canada
    • 11.2.3. Mexico
  • 11.3. Europe
    • 11.3.1. France
    • 11.3.2. Germany
    • 11.3.3. Italy
    • 11.3.4. Spain
    • 11.3.5. UK
    • 11.3.6. Rest of Europe
  • 11.4. Asia Pacific (APAC)
    • 11.4.1. Japan
    • 11.4.2. China
    • 11.4.3. India
    • 11.4.4. Australia
    • 11.4.5. Rest of APAC
  • 11.5. Middle East & Africa (MEA)
    • 11.5.1. Saudi Arabia
    • 11.5.2. UAE
    • 11.5.3. South Africa
    • 11.5.4. Rest of MEA
  • 11.6. South America (SAM)
    • 11.6.1. Brazil
    • 11.6.2. Rest of SAM

12. Key Company Profiles

  • 12.1. Artoolworks, Inc.
    • 12.1.1. Key Facts
    • 12.1.2. Business Description
    • 12.1.3. Financial Overview
    • 12.1.4. SWOT Analysis
    • 12.1.5. Key Developments
  • 12.2. Augmented Pixels Co.
    • 12.2.1. Key Facts
    • 12.2.2. Business Description
    • 12.2.3. Financial Overview
    • 12.2.4. SWOT Analysis
    • 12.2.5. Key Developments
  • 12.3. EON Reality, Inc.
    • 12.3.1. Key Facts
    • 12.3.2. Business Description
    • 12.3.3. Financial Overview
    • 12.3.4. SWOT Analysis
    • 12.3.5. Key Developments
  • 12.4. Innovega, Inc.
    • 12.4.1. Key Facts
    • 12.4.2. Business Description
    • 12.4.3. Financial Overview
    • 12.4.4. SWOT Analysis
    • 12.4.5. Key Developments
  • 12.5. Kishino Limited
    • 12.5.1. Key Facts
    • 12.5.2. Business Description
    • 12.5.3. Financial Overview
    • 12.5.4. SWOT Analysis
    • 12.5.5. Key Developments
  • 12.6. Laster Technologies
    • 12.6.1. Key Facts
    • 12.6.2. Business Description
    • 12.6.3. Financial Overview
    • 12.6.4. SWOT Analysis
    • 12.6.5. Key Developments
  • 12.7. Layar B. V.
    • 12.7.1. Key Facts
    • 12.7.2. Business Description
    • 12.7.3. Financial Overview
    • 12.7.4. SWOT Analysis
    • 12.7.5. Key Developments
  • 12.8. Total Immersion
    • 12.8.1. Key Facts
    • 12.8.2. Business Description
    • 12.8.3. Financial Overview
    • 12.8.4. SWOT Analysis
    • 12.8.5. Key Developments
  • 12.9. Vuzix Corporation
    • 12.9.1. Key Facts
    • 12.9.2. Business Description
    • 12.9.3. Financial Overview
    • 12.9.4. SWOT Analysis
    • 12.9.5. Key Developments
  • 12.10. Zugara, Inc.
    • 12.10.1. Key Facts
    • 12.10.2. Business Description
    • 12.10.3. Financial Overview
    • 12.10.4. SWOT Analysis
    • 12.10.5. Key Developments

13. Appendix

  • 13.1. About TIP
  • 13.2. Glossary of Terms
  • 13.3. Methodology
    • 13.3.1. Coverage
    • 13.3.2. Secondary Research
    • 13.3.3. Primary Research
  • 13.4. Contact Us
  • 13.5. Disclaimer

Companies Mentioned

  • Artoolworks, Inc.
  • Augmented Pixels Co.
  • EON Reality, Inc.
  • Innovega, Inc.
  • Kishino Limited
  • Laster Technologies
  • Layar B. V.
  • Total Immersion
  • Vuzix Corporation
  • Zugara, Inc.
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