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市場調查報告書

企業用·產業用的VR (虛擬實境) 市場:學術,研究開發 (R&D),行銷·廣告,醫療,零售,觀光旅遊,訓練·模擬,虛擬試製·3D建模

Virtual Reality for Enterprise and Industrial Markets: Academia and R&D, Marketing and Advertising, Medical, Retail, Travel and Tourism, Training and Simulation, Virtual Prototyping and 3D Modeling

出版商 Tractica 商品編碼 338597
出版日期 內容資訊 英文 73 Pages; 42 Tables, Charts & Figures
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企業用·產業用的VR (虛擬實境) 市場:學術,研究開發 (R&D),行銷·廣告,醫療,零售,觀光旅遊,訓練·模擬,虛擬試製·3D建模 Virtual Reality for Enterprise and Industrial Markets: Academia and R&D, Marketing and Advertising, Medical, Retail, Travel and Tourism, Training and Simulation, Virtual Prototyping and 3D Modeling
出版日期: 2015年09月01日 內容資訊: 英文 73 Pages; 42 Tables, Charts & Figures
簡介

虛擬實境 (虛擬實境,VR)誕生於1950∼60年代以來,就一直存在於企業用、工業用等利基市場。但近年來由於大型企業的相繼投資、加入,加上頭戴式示器 (HMD) 的出現,VR開始擴大到各種產業中。尤其更預計將積極活用在行銷·廣告,及汽車·航空·建築等領域中。此外削減成本及風險低等優勢也相當值得期待。另一方面,由於平均銷售價格仍然偏高,人們尚不習慣VR,都是目前成長的阻礙要素。

本報告提供全球的企業·產業的虛擬技術 (以下簡稱VR) 現況與未來市場趨勢分析,提供您VR概要和主要的應用領域,到目前為止的市場趨勢與今後的預測,各技術·各地區·各行業的詳細趨勢,今後的技術開發·市場成長的方向性等調查評估。

第1章 摘要整理

  • 簡介
  • 市場主要趨勢
  • 市場預測:概要

第2章 市場課題

  • 簡介
  • 分析範圍
  • 產品的種類:定義
  • 企業用·產業用應用
    • 學術·研究開發 (R&D)
    • 行銷·廣告
    • 醫療
    • 零售
    • 觀光旅遊
    • 訓練·模擬
    • 虛擬試製/3D建模
    • 其他
  • 地區區分
  • 主要的促進成長因素
    • 一般用VR (虛擬實境) 的登場
    • 平均銷售價格 (ASP) 的減少
    • 效率性情上·降低成本的意願
    • 更有效率的行銷·工具
    • Mixed Reality (混合型虛擬實境)
    • 網際網路的連接性 (連接性)
  • 市場成長的阻礙因素
    • 景氣衰退與財政緊縮
    • 專用訓練的必要性
    • VR的示範的困難
    • 內容不足
    • 用戶的自然輸入
    • 人體工學,舒適性,衛生感
    • 缺乏技術規格
  • 經營模式

第3章 技術課題

  • 簡介
  • 追蹤
  • 硬體設備·零組件
    • 相機
    • 顯示器技術
    • GPU (圖形處理設備)
    • 視線模仿設備
    • 輸入設備
      • 手和手指追蹤·解決方案
      • 移動用設備
      • 背心和套裝
      • 觸覺介面 (觸覺科學)
  • 無線·連接性技術
  • 局部性的張力
  • 局部性的渲染
  • 感測器的正確性
  • 視野
  • 現實的圖形
  • 3D語音
  • 其他感覺

第4章 產業的主要企業

  • 簡介
  • 設計企業
    • Brightline Interactive
    • Cubicle Ninjas
    • Rewind FX
  • HMD廠商
    • MindMaze
    • NVIS
    • Cinoptics
    • Sensics
    • TRIVISIO Prototyping
    • Facebook (Oculus VR)
  • 軟體開發企業
    • Augmented Pixels
    • EON Reality
    • Unity Technologies
    • Virtalis
    • VRStudios
    • WorldViz
  • 其他
    • Cyberith
    • Vicon Motion Systems

第5章 市場預測

  • 簡介
  • 資料收集與未來預測:概要
  • 預測手法
    • 最高級·硬體設備的出貨台數和VR內容銷售額
    • 平均銷售價格和內容收益
  • 最高級的年度出貨台數及收益額
  • 企業用·產業用VR市場:各類型產品
  • 企業用·產業用VR市場:各地區
  • 企業用·產業用VR市場:各用途的收益額
  • 結論與建議

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 分析範圍·資訊來源·分析方法·註記

目錄
Product Code: VREI-15

Virtual reality has existed in niche enterprise and industrial segments since its origins in the 1950s and 1960s. VR plays an important role in combat training for the military, for example, while advanced visualization techniques are extremely powerful tools for research purposes. Healthcare has also made use of the technology for quite some time. Nevertheless, Facebook's acquisition of Oculus VR, along with the development of rival head-mounted displays (HMDs) from companies like HTC and Sony, has raised the profile of VR immeasurably and a wide array of industries look set to be touched by advancements in this space.

Marketing and advertising is one example. Getting users to experience a brand via a new medium lingers longer in the mind and can help a company to really establish its product in the minds of target audiences. The automotive, aviation, and architecture industries are all set to use more and more 3D models in place of physical prototypes. Doing so reduces cost and risk and allows changes to be made easily. Barriers remain, but are being overcome. Average selling prices are coming under pressure with the emergence of consumer-grade equipment that can be used in many settings. Getting people to experience VR remains a challenge, however, and changing long-held beliefs about processes will take time.

This Tractica report provides global market forecasts for the period from 2014 through 2020 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, hand tracking devices, and locomotion devices, as well as software applications and content creation tools. Data is segmented by five major regions (North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa) and eight different application markets are examined (academia and research & development, marketing and advertising, medical, retail, travel and tourism, training and simulation, virtual prototyping/3D modelling and others).

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, 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?

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Key Market Trends
  • 1.3. Market Forecast Highlights

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
  • 2.3. Product Type Definitions
  • 2.4. Enterprise and Industrial Applications
    • 2.4.1. Academia and Research & Development
    • 2.4.2. Marketing and Advertising
    • 2.4.3. Medical
    • 2.4.4. Retail
    • 2.4.5. Travel and Tourism
    • 2.4.6. Training and Simulation
    • 2.4.7. Virtual Prototyping/3D Modelling
    • 2.4.8. Others
  • 2.5. Geographic Segmentation
  • 2.6. Key Drivers of Growth
    • 2.6.1. Emergence of Consumer VR
    • 2.6.2. Falling ASPs
    • 2.6.3. Desire to Increase Efficiency and Decrease Costs
    • 2.6.4. More Effective Marketing Tool
    • 2.6.5. Mixed Reality
    • 2.6.6. Improved Processing Power
    • 2.6.7. Internet Connectivity
  • 2.7. Inhibitors of Market Growth
    • 2.7.1. Economic Depression and Austerity
    • 2.7.2. Need for Specialized Training
    • 2.7.3. Difficulty in Demonstrating VR
    • 2.7.4. Lack of Content
    • 2.7.5. Natural User Input
    • 2.7.6. Ergonomics, Comfort, and Hygiene
    • 2.7.7. Lack of Standards
  • 2.8. Business Models

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
  • 3.3. Hardware Components
    • 3.3.1. Cameras
    • 3.3.2. Display Technology
    • 3.3.3. Graphics Processing Units
    • 3.3.4. Eye Tracking
    • 3.3.5. Input Devices
      • 3.3.5.1. Hand and Finger Tracking Solutions
      • 3.3.5.2. Locomotion Devices
      • 3.3.5.3. Vests and Suits
      • 3.3.5.4. Haptics
  • 3.4. Wireless Connectivity Technologies
  • 3.5. Local Warping
  • 3.6. Local Rendering
  • 3.7. Sensor Accuracy
  • 3.8. Field of View
  • 3.9. Realistic Graphics
  • 3.10. 3D Audio
  • 3.11. Other Senses

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Design Agencies
    • 4.2.1. Brightline Interactive
    • 4.2.2. Cubicle Ninjas
    • 4.2.3. Rewind FX
  • 4.3. HMD Manufacturers
    • 4.3.1. MindMaze
    • 4.3.2. NVIS
    • 4.3.3. Cinoptics
    • 4.3.4. Sensics
    • 4.3.5. TRIVISIO Prototyping
    • 4.3.6. Facebook (Oculus VR)
  • 4.4. Software Developers
    • 4.4.1. Augmented Pixels
    • 4.4.2. EON Reality
    • 4.4.3. Unity Technologies
    • 4.4.4. Virtalis
    • 4.4.5. VRStudios
    • 4.4.6. WorldViz
  • 4.5. Others
    • 4.5.1. Cyberith
    • 4.5.2. Vicon Motion Systems

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level Hardware Shipments and VR Content Sales
    • 5.3.2. Average Selling Prices and Content Revenues
  • 5.4. Top-Level Annual Unit Shipments and Revenues
  • 5.5. Enterprise and Industrial VR Market by Product Type
  • 5.6. Enterprise and Industrial VR Market by Geographic Region
  • 5.7. Enterprise and Industrial VR Market Revenues by Application
  • 5.8. 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

  • Annual VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2020
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Equipment Revenue by Application, North America: 2014-2020
  • Annual VR Equipment Revenue by Application, Europe: 2014-2020
  • Annual VR Equipment Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Equipment Revenue by Application, Latin America: 2014-2020
  • Annual VR Equipment Revenue by Application, Middle East & Africa: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2020

List of Figures

  • Samsung Gear VR on a Qantas A380 Aircraft
  • Dexmo F2 from Dexta Robotics

List of Tables

  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2020
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, North America: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Europe: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Latin America: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Middle East & Africa: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2020
  • Additional Industry Participants
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