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市場調查報告書

企業、產業的虛擬實境 (VR)的全球市場分析、預測:訓練&模擬、教育、虛擬原型製作/3D建模、加演節目、醫療用途

Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Attractions and Medical Therapy: Global Market Analysis and Forecasts

出版商 Tractica 商品編碼 338597
出版日期 內容資訊 英文 76 Pages; 51 Tables, Charts & Figures
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企業、產業的虛擬實境 (VR)的全球市場分析、預測:訓練&模擬、教育、虛擬原型製作/3D建模、加演節目、醫療用途 Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Attractions and Medical Therapy: Global Market Analysis and Forecasts
出版日期: 2017年02月27日 內容資訊: 英文 76 Pages; 51 Tables, Charts & Figures
簡介

本報告提供全球企業及產業的虛擬實境 (VR) 技術的市場調查,各種VR產品、技術定義和概要,市場成長的各種影響因素分析,利用案例,相關技術類型和概要,主要技術趨勢,各產品類型、用途、地區的收益預測,以及主要企業的簡介等彙整。

第1章 摘要整理

第2章 市場分析

  • 簡介
  • 調查範圍
  • 各種產品類型定義
  • 市場概要
  • 市場趨勢
  • 市場促進因素
  • 市場障礙
    • 消費者等級的成本和必要設備
    • 消費者等級的QoE
    • VR初期用途的試行錯誤
  • 利用案例
    • 教育
    • 虛擬原型製作/3D建模
    • 加演節目
    • 訓練&模擬
    • 醫療

第3章 技術分析

  • 簡介
  • 追蹤
    • 「Inside-Out」方式和「Outside-In」方式
    • 眼動追蹤
    • 手追蹤解決方案
    • 手勢控制
  • 視野
  • 延遲技術和VR暈醉對策
  • 顯示器技術
  • GPU
  • 相機
  • 最佳&套裝
  • 3D音訊
  • 自適應串流
    • Bitmovin
    • Pixvana
  • 座位、移動體驗
    • 無線連接技術
    • 本地渲染

第4章 主要企業

  • 簡介
  • 主要的頭戴式顯示器&平台企業
    • NVIS
    • Cinoptics
    • Sensics
    • TRIVISIO Prototyping
    • Facebook (Oculus)
    • HTC
    • Sulon Technologies
  • 主要的實行技術相關企業
    • Vicon Motion Systems
    • Leap Motion
    • uSens
    • Xilinx
    • Intel
  • 企業應用
    • MindMaze
    • Firsthand Technology/DeepStream VR
    • Psious
    • Agora VR
    • Autodesk
    • Virtalis
    • VRStudios
    • The Void
    • IMAX
    • WorldViz

第5章 市場預測

  • 簡介
  • 資料收集
  • 預測手法
    • 最高層級硬體設備出貨數
    • 平均銷售價格、內容收益
  • 最高層級年度出貨數、收益
  • 企業、產業的VR市場:產品類型
  • 企業、產業的VR市場:各地區
  • 企業、產業的VR市場:各用途
  • 總論、建議

第6章 企業一覽

第7章 首字母、簡稱一覽

第8章 目錄

第9章 圖表一覽

第10章 調查範圍、資訊來源、分析方法、註記

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目錄
Product Code: VREI-17

Leveraging highly customized and expensive equipment, enterprise use of virtual reality (VR) has existed and improved for a number of years, particularly for military training, civil flight training and simulation, and some industrial 3D modeling. But now, thanks primarily to recent exponential advances in graphics component technology, cheaper, mass-produced consumer-grade VR is coming to market, with ramifications for both consumer and enterprise markets. Most of the world's leading technology companies, including Facebook, Google, and Microsoft, are staking out positions to become key players in what many see as the next significant computing platform.

This cheaper, more readily accessible consumer-grade VR equipment is opening up new enterprise use cases, some of which have vast addressable markets. Tractica estimates that the addressable market for the five largest areas where enterprise VR will grow will be worth over $1 trillion in 2017. A broad range of players, both new and established, are aggressively working to develop applications leveraging this new consumer-grade VR ecosystem, aiming squarely at the enterprise market. Tractica forecasts that the market for enterprise VR hardware and content will grow from $592.3 million in 2016 to $9.2 billion by 2021, representing a compound annual growth rate (CAGR) of 59.6%.

This Tractica report provides global market forecasts for the period from 2014 through 2021 for annual unit shipments and associated revenues for VR hardware and content in the enterprise and industrial sectors. The analysis covers HMDs, along with other VR equipment such as motion capture cameras, displays and projectors, and hand tracking devices, as well as software applications and content creation tools. Data is segmented by five major world regions and five different application markets including training and simulation, education, virtual prototyping/3D modelling, attractions, and medical therapy. The report also includes in-depth profiles of 22 key industry players in the enterprise VR market.

Key Questions Addressed:

  • How large is the market for enterprise and industrial VR hardware and content?
  • How will the market be segmented by product type, application/use case, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the enterprise and industrial VR market?
  • Who are the leading providers of enterprise and industrial VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • VR accessory manufacturers
  • Mobile device manufacturers
  • Semiconductor and component companies
  • Software and application developers
  • Systems integrators
  • Enterprise and industrial VR end-user organizations
  • Investor community

Table of Contents

1. Executive Summary

  • 1. Introduction
  • 2. Market Drivers and Barriers
  • 3. Market Observations/Key Trends
  • 4. Key Industry Players
  • 5. Market Forecast Highlights

2. Market Issues

  • 1. Introduction
  • 2. Scope of Study
  • 3. Product Type Definitions
  • 4. Market Overview
  • 5. Market Trends
  • 6. Market Drivers
    • 1. Virtual Reality Awareness from Consumer Virtual Reality
    • 2. Low-Cost Consumer-Grade Virtual Reality for Enterprise
    • 3. Increased Productivity, Greater Results, Efficiency
    • 4. Large Market Potential for Simpler Virtual Reality Experiences
    • 5. Virtual Reality Video
    • 6. Three-Dimensional User Interface
  • 7. Market Barriers
    • 1. Consumer-Grade Cost and Requisite Equipment
    • 2. Consumer-Grade Quality of Experience
      • 1. Virtual Reality Sickness
      • 2. Restricted Field of View
      • 3. Tethering
      • 4. Lack of Natural User Input
      • 5. Streaming Challenges
      • 6. Corrective Eyewear
    • 3. Trial and Error for Early Virtual Reality Applications
  • 8. Use Cases
    • 1. Education
    • 2. Virtual Prototyping/Three-Dimensional Modeling
    • 3. Attractions
    • 4. Training and Simulation
    • 5. Medical Therapy

3. Technology Issues

  • 1. Introduction
  • 2. Tracking
    • 1. Inside-Out and Outside-In
      • 1. Simultaneous Location and Mapping and Computer Vision
    • 2. Eye Tracking
    • 3. Hand Tracking Solutions
    • 4. Gesture Control
  • 3. Field of View
  • 4. Latency Technologies and Virtual Reality Sickness Prevention
    • 1. Galvanic Vestibular Stimulation
    • 2. Frame Tearing
      • 1. Oculus Asynchronous Timewarp and Spacewarp
      • 2. VIVE Asynchronous Reprojection
    • 3. Field of View Restrictors
  • 5. Display Technology
  • 6. Graphics Processing Units
  • 7. Cameras
  • 8. Vests and Suits
  • 9. Three-Dimensional Audio
  • 10. Adaptive Streaming
    • 1. Bitmovin
    • 2. Pixvana
  • 11. Seated versus Moving Experiences
    • 1. Wireless Connectivity Technologies
    • 2. Local Rendering

4. Key Industry Players

  • 1. Introduction
  • 2. Key Head-Mounted Display and Platform Players
    • 1. NVIS
    • 2. Cinoptics
    • 3. Sensics
    • 4. TRIVISIO Prototyping
    • 5. Facebook (Oculus)
      • 1. Evolving Head-Mounted Displays and Virtual Reality Experience
    • 6. HTC
    • 7. Sulon Technologies
  • 3. Key Enabling Technology Players
    • 1. Vicon Motion Systems
    • 2. Leap Motion
    • 3. uSens
    • 4. Xilinx
    • 5. Intel
  • 4. Enterprise Applications
    • 1. MindMaze
    • 2. Firsthand Technology/DeepStream VR
    • 3. Psious
    • 4. Agora VR
    • 5. Autodesk
    • 6. Virtalis
    • 7. VRStudios
    • 8. The Void
    • 9. IMAX
    • 10. WorldViz

5. Market Forecasts

  • 1. Introduction
  • 2. Data Collection
  • 3. Forecast Methodology
    • 1. Top-Level Hardware Shipments
    • 2. Average Selling Prices and Content Revenue
  • 4. Top-Level Annual Unit Shipments and Revenue
  • 5. Enterprise and Industrial Virtual Reality Market by Product Type
  • 6. Enterprise and Industrial Virtual Reality Market by Geographic Region
  • 7. Enterprise and Industrial Virtual Reality Market Revenue by Application
  • 8. 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

  • Annual Enterprise VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2015-2021
  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2015-2021
  • Annual Enterprise VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2015-2021
  • Annual Enterprise VR Hardware Unit Shipments by Product Type, World Markets: 2015-2021
  • Annual Enterprise VR Hardware Revenue by Product Type, World Markets: 2015-2021
  • Annual Enterprise HMD Unit Shipments by Region, World Markets: 2015-2021
  • Annual Enterprise HMD Revenue by Region, World Markets: 2015-2021
  • Annual Enterprise VR Content Revenue by Region, World Markets: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, North America: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Europe: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Asia Pacific: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Latin America: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Middle East & Africa: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, North America: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Europe: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Latin America: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2015-2021

Figures

  • Figure Screenshot GoPro VR Video, Tahiti Surfing
  • Lifeliqe Lesson with an Elementary School Student
  • 3D World Arena, Hyper Reality Park in Udine, Italy
  • Dr. James Mullins Shows the IISRI FLAIMTRAINER Haptically-Enabled Hot Fire Training System
  • OssoVR Orthopedic Surgical Training
  • Field of View Adaptive Streaming
  • Hang Glider VR Experience at CEATEC Japan, October 2016
  • Intel Project Alloy HMD
  • Screenshot of COOL, DeepStream VR's Chronic Pain Relief Game
  • The Void's Ghostbusters Dimension
  • Skofield Screenshot Showing Two Users Meeting, Collaborating in VR

Tables

  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2021
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application: 2014-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual HMD Revenue by Region, World Markets: 2014-2021
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2021
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2021
  • Annual VR Content Revenue by Region, World Markets: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, North America: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Europe: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Asia Pacific: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Latin America: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Middle East & Africa: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2021
  • Consumer 360° Cameras
  • Additional Industry Participants
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