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市場調查報告書

行動裝置用擴增實境 (行動AR) - 遊戲和娛樂、行銷與廣告、資訊、教育與玩具、零售與電子商務、產業用應用:全球市場的分析與預測

Augmented Reality for Mobile Devices - Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and E-Commerce, and Industrial Applications: Global Market Analysis and Forecasts

出版商 Tractica 商品編碼 325523
出版日期 內容資訊 英文 73 Pages; 39 Tables, Charts & Figures
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行動裝置用擴增實境 (行動AR) - 遊戲和娛樂、行銷與廣告、資訊、教育與玩具、零售與電子商務、產業用應用:全球市場的分析與預測 Augmented Reality for Mobile Devices - Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and E-Commerce, and Industrial Applications: Global Market Analysis and Forecasts
出版日期: 2015年03月06日 內容資訊: 英文 73 Pages; 39 Tables, Charts & Figures
簡介

行動擴增實境 (行動AR) 市場,終於能充分發揮其潛在能力。搭載了每天進步的處理功能和感測器等的智慧型手機和平板電腦的劇增,提供體驗AR的完美媒體。

本報告提供全球行動AR應用市場調查分析、裝機量、有效用戶數、下載數、對收益的市場預測相關的系統性資訊。

第1章 摘要整理

第2章 市場問題點

  • 簡介
  • 範圍
  • 地理位置區分
  • 主要的促進成長因素
  • 阻礙市場成長要素
  • 經營模式

第3章 技術的問題點

  • 簡介
  • 檢測研究
  • 追蹤手法
  • 相機品質
  • 感測器準確度
  • 位置的漂移
  • 新的感測器
  • AR的最佳化
  • 複合現實感 (MR)
  • 規格

第4章 主要加入企業

  • 簡介
  • Augmensys
  • Augmented Pixels
  • Blippar
  • Catchoom Technologies
  • Cimagine Media
  • DAQRI
  • Google
  • Hewlett Packard Aurasma
  • Marxent Labs
  • Metaio GmbH
  • Mollejuo
  • Occipital
  • Puteko
  • Qualcomm
  • Seabery Soluciones
  • Scope AR
  • Translate Abroad
  • Unity Technologies
  • ViewAR
  • VividWorks
  • Wikitude
  • Zappar
  • Zugara
  • 其他

第5章 市場預測

  • 簡介
  • 資料收集與預測概要
  • 預測手法
  • 活性/非活性AR應用的裝機量
  • 行動AR應用程式的年度下載數:各應用類型
  • 行動AR應用程式的年度收益:各應用類型
  • 行動AR應用程式的年度下載數:各地區
  • 行動AR應用程式的年度收益:各地區
  • 結論與建議

第6章 企業名錄

第7章 簡稱清單

第8章 目錄

第9章 圖表

第10章 調查範圍、資訊來源、調查手法、註記

目錄
Product Code: ARMD-15

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The mobile augmented reality (AR) market is finally on the verge of fulfilling its potential and going mainstream, following years of hype. The proliferation of smartphones and tablets with ever-improving processing capabilities, sensors, and soon, 3D cameras, has provided the perfect medium for people to experience AR. Additionally, the creation of AR content has been made much easier with a variety of tools consisting of simple drag-and-drop interfaces which allow non-developers to design their own applications.

Furthermore, mobile AR is beginning to shake off the reputation of being gimmicky - a perception that has dogged the industry for the last few years. Indeed, there is a growing awareness of AR and an understanding about how the technology can be beneficial in a variety of sectors. One of the most notable trends is product visualization, where users are able to view how items will look in their homes without having to visit a physical location or commit to a purchase when not quite certain.


This Tractica report provides global market forecasts for installed base, active users, downloads, and revenue for mobile augmented reality applications. This data is segmented by five major world regions (North America, Europe, Asia Pacific, Latin America, Middle East and Africa) and seven application types (Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and Ecommerce, Industrial and Others). Additionally, Tractica forecasts revenues from the licensing of software development kits and cloud-based solutions, paid applications, application advertising, and in-app upgrades, with all forecasts extending through 2019.

Key Questions Addressed:

  • How many downloaded mobile applications contain augmented reality and how will this number grow?
  • How many of these applications are actively used?
  • How does the market break down by application type and major geographic region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could hold back growth during the forecast period?
  • What are the main technology trends and issues in the mobile AR market?
  • Who are the leading providers of mobile augmented reality technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile device manufacturers
  • Semiconductor and component companies
  • Application developers
  • Content creation providers
  • Augmented reality software providers
  • Mobile network operators
  • Investor community

Table of Contents

1. Executive Summary 1.1. Introduction 1.1.1. Key Trends

  • 1.2. Forecast Highlights

2. Market Issues 2.1. Introduction

  • 2.2. Scope 2.2.1. Product Type Definitions
    • 2.2.2. Mobile AR Categories 2.2.2.1. Gaming and Entertainment
      • 2.2.2.2. Marketing and Advertising
      • 2.2.2.3. Information
      • 2.2.2.4. Education and Toys
      • 2.2.2.5. Retail, Ecommerce, and Product Visualizations
      • 2.2.2.6. Industrial
      • 2.2.2.7. Others
  • 2.3. Geographic Segmentation
  • 2.4. Key Drivers of Growth 2.4.1. Funding from Large Players
    • 2.4.2. Tools to Easily Create AR Experiences
    • 2.4.3. Proliferation of Smartphones and Tablets
    • 2.4.4. Product Visualization
    • 2.4.5. Improved Maintenance
    • 2.4.6. New Marketing and Advertising
    • 2.4.7. Increased safety
    • 2.4.8. More Immersive Learning
    • 2.4.9. Emergence of Smart Cities and the Internet of Things
  • 2.5. Inhibitors of Market Growth 2.5.1. Lack of Awareness and Education
    • 2.5.2. Challenge to Active AR Experience
    • 2.5.3. AR Seen as a Gimmick
    • 2.5.4. Being too Early to Market
    • 2.5.5. Lack of Major Investment Capital
    • 2.5.6. High Cost of Content Creation
    • 2.5.7. Increased Proliferation of Wearables
    • 2.5.8. Privacy Concerns
    • 2.5.9. Technological Limitations
    • 2.5.10. Difficulty Harmonizing with Existing Systems
  • 2.6. Business Models

3. Technology Issues 3.1. Introduction

  • 3.2. Detection Algorithms
  • 3.3. Tracking Methodologies
  • 3.4. Camera Quality
  • 3.5. Sensor Accuracy
  • 3.6. Position Drift
  • 3.7. New Sensors
  • 3.8. AR Optimization
  • 3.9. Mixed Reality
  • 3.10. Standards

4. Key Industry Players 4.1. Introduction

  • 4.2. Augmensys
  • 4.3. Augmented Pixels
  • 4.4. Blippar
  • 4.5. Catchoom Technologies
  • 4.6. Cimagine Media
  • 4.7. DAQRI
  • 4.8. Google
  • 4.9. Hewlett Packard Aurasma
  • 4.10. Marxent Labs
  • 4.11. Metaio GmbH
  • 4.12. Mollejuo
  • 4.13. Occipital
  • 4.14. Puteko
  • 4.15. Qualcomm
  • 4.16. Seabery Soluciones
  • 4.17. Scope AR
  • 4.18. Translate Abroad
  • 4.19. Unity Technologies
  • 4.20. ViewAR
  • 4.21. VividWorks
  • 4.22. Wikitude
  • 4.23. Zappar
  • 4.24. Zugara
  • 4.25. Selected Other Industry Participants

5. Market Forecasts 5.1. Introduction

  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology 5.3.1. Number of Mobile AR Users in 2013 and 2014 (Installed Base)
    • 5.3.2. Projections of Downloads/Sales
    • 5.3.3. AR Pricing
    • 5.3.4. Revenues
    • 5.3.5. Geographic Variation
  • 5.4. Installed Base of Active and Non-Active AR Applications
  • 5.5. Annual Downloads of Mobile AR Apps by Application Type
  • 5.6. Annual Revenues of Mobile AR Apps by Application Type
  • 5.7. Annual Downloads of Mobile AR Apps by Geography
  • 5.8. Annual Revenues of Mobile AR Apps by Geography
  • 5.9. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

List of Charts, Figures, and Tables

Charts

  • Installed Base of Actively Used Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, North America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, North America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Total AR Revenues by Type, World Markets: 2014-2019

Figures

  • Example of a ZapCode
  • Google Project Tango AR Shopping
  • User Positioning AR Furniture in the Cimagine Application
  • Occipital Structure Sensor
  • Lowe's Holoroom
  • Protect the Whopper AR Game from Hungry Jack's

Tables

  • Additional Industry Participants
  • Annual Downloads of Mobile AR Apps by Region, World Markets: 2014-2019
  • Annual Revenue for Mobile AR Apps by Region, World Markets: 2014-2019
  • Annual Revenue for AR Software Licensing by Region, World Markets: 2014-2019
  • Installed Base of Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Installed Base of Actively Used Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Total Annual Mobile AR Revenue by Type, World Markets: 2014-2019
  • Installed Base of Mobile AR Apps by Product Type, World Markets: 2014
  • Annual Downloads of Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, North America 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, North America 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
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