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市場調查報告書

眼球追蹤 (眼動追蹤) 的市場機會

Market Opportunities in Eye Tracking

出版商 Thintri, Inc. 商品編碼 338409
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
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眼球追蹤 (眼動追蹤) 的市場機會 Market Opportunities in Eye Tracking
出版日期: 2015年06月01日 內容資訊: 英文
簡介

本報告提供眼球追蹤 (眼動追蹤) 技術的市場機會相關調查,提供您技術概要與發展過程,最終用途產業和各種用途,各用途的市場佔有率實際成果·預測,彙整最佳業務實踐,各用途市場的成長預測等資料,為您概述為以下內容。

摘要整理

第1章 背景:眼球追蹤 (眼動追蹤) 的重要性

第2章 技術

  • 簡介
  • 人的眼睛
    • 眼球動作
    • 眼睛結構與認識
    • 注意與追蹤
  • 發展的過程
  • 眼球追蹤 (眼動追蹤) 技術
    • 焦點的特定
    • 資料與分析
  • 系統及技術
    • 基本的系統結構
    • 動作檢測的方法
    • 智惠瞳孔·暗瞳孔·虹膜·角膜
    • 資料簡報
    • 需求和選擇
  • 現今的技術
  • 遊戲產業的發展
  • 行動裝置的開發
    • 轉移:眼球追蹤 (眼動追蹤) 的新世界
    • Samsung Galaxy S4·LG Optimus G Pro
    • Eye Tribe與Android

第3章 用途

  • 簡介
  • 醫療/殘障人士支援/學習
    • 殘障人士可使用之技術
    • 被動式醫療技術
    • 學習&leading
      • 兒童的眼球異動症
      • 學習&讀書
  • 調查:市場調查·心理學等
    • 視覺媒體
    • 市場調查
    • 網站與設計
      • 最適合的網站設計和眼球動作
      • 網站設計上眼球追蹤 (眼動追蹤) 的效果
    • 廣告
  • 生物辨識·鑑別
  • 遊戲/VR/AR
  • 汽車
  • 國防·航太
  • 眼球追蹤 (眼動追蹤) 的最佳業務實踐

第4章 市場

  • 簡介
  • 地區市場與差異
  • 市場發展的過程
  • 控制/檢測
    • 非醫療領域的電腦控制
    • 醫療·殘障人士支援
    • 遊戲/虛擬實境/虛擬實境
    • 行動裝置
    • 商業
  • 研究/觀察·市場調查·神經行銷
    • 新的醫療/學習市場:非控制相關
    • 汽車
    • 利用眼球追蹤 (眼動追蹤) 的傳統市場調查
    • 線上市場/廣告調查
      • 透過眼球追蹤 (眼動追蹤) 的一般內容評估
      • 網站開發/實用性
      • 網站相機·線上眼球追蹤 (眼動追蹤)
      • 其他觀察相關市場
      • 未來性:神經行銷

圖表

目錄

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Thintri, Inc. announces the release of Market Opportunities in Eye Tracking, 2015 , a new market study that analyzes the extraordinary opportunities emerging in the use of eye tracking for a wide range of applications. This comprehensive examination discusses the development of new eye tracking technologies that are inexpensive and easily implemented, resulting in new applications that, in some cases, are poised to create billion-dollar markets, with market forecasts to 2022.

Control Applications

  • Human-computer interaction
  • Smartphone control
  • Gaming
  • Virtual/Augmented Reality
  • Controlling household appliances
  • Hands-free operation of industrial equipment
  • Hands-free operation of surgical instruments
  • Defense and aerospace

Passive Applications

  • Medical diagnosis
  • Psychiatric diagnosis
  • Learning and reading disabilities
  • Psychology
  • Biometrics
  • Forensics
  • Automotive safety
  • Visual media development
  • Website design
  • Advertising development
  • Product development
  • Market research
  • Human factors engineering
  • Training simulators

Market Demand

2015 to 2022 forecasts

  • Control markets
  • Passive/observation markets
  • Regional markets
  • Market evolution
  • Medical control markets
  • Medical passive markets
  • Control for the disabled
  • Gaming/VR/AR
  • Mobile applications
  • Market research
  • Advertising research
  • Automotive markets
  • Webcam-based markets

And more...

Background on Eye Tracking

Eye tracking, the detection and determination of the direction of a person's gaze while following and recording the movement of the gaze from one point to another, has long been available for use by paralyzed patients to control computers and other devices. Because the systems were sold in low volumes and had to meet extraordinary requirements in performance and reliability, prices remained too high for many worthy applications. And because of the low volumes, there was little incentive to develop new capabilities and cultivate new markets.

All that is changing with the advent of new, inexpensive eye tracking tools. As recently as ten years ago, tracking the eye movements of test shoppers in a store required them to be tethered to bulky computer equipment pushed behind them in a trolley. Today, the same task can be accomplished with a pair of wireless goggles.

Outside of a couple of demanding applications like gaming and virtual/augmented reality, where goggles will still be common, the bulky goggles and even eye-contact devices that recorded gaze direction in the past are being replaced with a simple infrared source attached to a computer, tablet or other device. The increased comfort for the subject, combined with the inherently low cost of the source/detector system, are about to create huge markets.

Providing access to technologies for the disabled will continue to be an important application, but that market is nearing saturation, and may even face decline with growing issues in funding. However, the breadth and promise of emerging applications for eye tracking are startling. Medical personnel will be able to diagnose brain injury, neurological disease, Parkinson's disease, ADD/ADHD, learning/reading disabilities and even psychiatric conditions, all with a simple, inexpensive eye tracking tool. As each individual has unique eye tracking characteristics, eye tracking can be used in biometrics. Law enforcement can use eye tracking to evaluate the accuracy and certainty of a witness' decisions when viewing a police lineup. Eye tracking will provide tremendous benefits in website design and the development of virtually anything that is meant to be viewed.

Some emerging applications offer the promise of growth to billion-dollar levels within a decade. Already, eye tracking systems are used in detecting fatigue and sleepiness in operators of heavy machinery, such as mining vehicles. When the technology moves to the consumer automotive market, growth could be explosive. In gaming, eye tracking will allow control in first-person shooter games with unprecedented speed. A gamer will need only glance at a target while pressing a button to shoot. Already, laptops are available with built-in eye tracking technology for gaming. Smartphones are available that allow control such as scrolling by eye movement.

Some of the greatest opportunities are in market and advertising research. The development of inexpensive eye tracking systems that combine webcams and online platforms will allow virtually any small or medium-sized business to conduct market research online, where subjects from all over the world can be tested from their homes, without the need to travel.

Nevertheless, there are limitations to today's eye tracking technology. The tools cannot, for example, determine whether a subject has seen something consciously or unconsciously, or whether they have seen something in peripheral vision. They also cannot tell why users are looking at an object, whether their gaze is an indication of interest or repulsion. Basically, the tools say relatively little about a user's thought processes, but an emerging solution to this problem lies in neuromarketing, the combination of eye tracking with other sensors, such as ECG, EEG and particularly facial expression analysis. The combination of several modalities in neuromarketing promises to be as fundamental a breakthrough in this decade as eye tracking is today.

Understand the Markets

Eye tracking is a relatively mature technology; most significant technical obstacles have already been resolved. The only major hurdle at this time is user education and awareness. The eye tracking industry today has only scratched the surface of the opportunities facing a uniquely versatile and useful technology.

Established industry players are opening up markets, and will most likely be successful in doing so, but it is largely the smaller players and startups that are pointing the way to billion-dollar markets, by finding opportunities and rapidly developing inexpensive products and services to serve those markets. In many cases, the smaller and less costly eye tracking tools will, as expected, compromise accuracy and resolution. However, this can be compensated for in market research, for example, by reaching vast numbers of test subjects at very low cost, allowing even greater reliability and accuracy than many in-lab studies.

Thintri's market study, Market Opportunities in Eye Tracking, examines the leading technical solutions to eye tracking, new and established applications, and forecasts the development of these markets to 2022.

Table of Contents

Executive Summary

  • E.1 Eye Tracking - Background
  • E.2 Eye Tracking Technology
  • E.3 Applications
  • E.4 Markets

Chapter 1: Background - Why Eye Tracking?

Chapter 2: Technology

  • 2.1 Introduction
  • 2.2 The Human Eye
    • 2.2.1 Eye Movement
    • 2.2.2 Eye Structure and Perception
    • 2.2.3 Attention and Tracking
  • 2.3 History
  • 2.4 Eye Tracking Technology
    • 2.4.1 Determining the Point of Focus
    • 2.4.2 Data and Analysis
  • 2.5 Systems and Techniques
    • 2.5.1 Basic System Structure
    • 2.5.2 Approaches to Measurement of Movement
    • 2.5.3 Bright Pupil, Dark Pupil, Iris and Cornea
    • 2.5.4 Data Presentation
    • 2.5.5 Need versus Options
  • 2.6 The Technology Today
  • 2.7 Gaming Industry Developments
  • 2.8 Developments in Mobile Devices
    • 2.8.1 The Shift: A New World for Eye Tracking
    • 2.8.2 Samsung's Galaxy S4 and LG's Optimus G Pro
    • 2.8.3 The Eye Tribe and Android

Chapter 3: Applications

  • 3.1 Introduction
  • 3.2 Medical/Disability/Learning
    • 3.2.1 Technology Access for the Disabled
    • 3.2.2 Passive Medical Applications
    • 3.2.3 Applications in Learning and Reading
      • 3.2.3.1 Eye Movement Disorders in Children
      • 3.2.3.2 Reading and Learning
  • 3.3 Research - Market Research, Psychology, etc.
    • 3.3.1 Visual Media
    • 3.3.2 Market Research
    • 3.3.3 Website Design
      • 3.3.3.1 Optimal Website Design and Eye Movement
      • 3.3.3.2 Eye Tracking's Evolving Effects on Website Design
    • 3.3.4 Advertising
  • 3.4 Biometrics and Forensics
    • 3.4.1 Biometrics
    • 3.4.2 Forensics
  • 3.5 Gaming/VR/AR
  • 3.6 Automotive
  • 3.7 Defense and Aerospace
  • 3.8 Best Practices in Eye Tracking

Chapter 4: Markets

  • 4.1 Introduction
  • 4.2 Regional Markets & Differences
  • 4.3 Market Evolution
  • 4.4 Control/Detection
    • 4.4.1 Non-Medical Computer Control
    • 4.4.2 Medical/Disability
    • 4.4.3 Gaming/Virtual Reality/Augmented Reality
    • 4.4.4 Mobile Devices
    • 4.4.5 Commerce
  • 4.5 Research/Observation, Market Research and Neural Marketing
    • 4.5.1 Emerging Medical/Learning Markets, Non-Control
    • 4.5.2 Automotive
    • 4.5.3 Traditional Market Research Using Eye Tracking
    • 4.5.4 Online Market/Advertising Research
      • 4.5.4.1 Eye Tracking in Evaluation of General Content Online
      • 4.5.4.2 Website Development/Usability
      • 4.5.4.3 Webcams and Online Eye Tracking
      • 4.5.4.4 Other Observation Markets
      • 4.5.4.5 The Future: Neuromarketing

Figures

  • Figure E-1 Overall Addressable Market, Eye Tracking Technology
  • Figure E-2 Addressable Market Share by Application, 2015 and 2022
  • Figure E-3 Overall Addressable Markets, Control Applications
  • Figure E-4 Overall Addressable Markets, Observation
  • Figure E-5 Overall Addressable Markets, Market/Advertising Research
  • Figure E-6 Market Evolution, Traditional vs. Webcam-Based, 2015 and 2022
  • Figure E-7 Addressable Markets, Webcam-Based Eye Tracking, Market Research
  • Figure 4-1 Overall Addressable Market, Eye Tracking Technology
  • Figure 4-2 Addressable Markets, Eye Tracking, by Region
  • Figure 4-3 Proportional Eye Tracking Markets by Region
  • Figure 4-4 Addressable Market Share by Application, 2015 and 2022
  • Figure 4-5 Overall Addressable Markets, Control Applications
  • Figure 4-6 Addressable Market, Non-Medical Computer Control
  • Figure 4-7 Medical Market, Control for the Disabled
  • Figure 4-8 Evolution of Medical Market, 2015 and 2022
  • Figure 4-9 Overall Addressable Markets, Medical
  • Figure 4-10 Addressable Markets, Gaming, VR/AR
  • Figure 4-11 Addressable Markets, Mobile Applications
  • Figure 4-12 Overall Addressable Market, Observation
  • Figure 4-13 Overall Addressable Market, Market/Advertising Research
  • Figure 4-14 Addressable Markets, Medical, Passive
  • Figure 4-15 Addressable Markets, Automotive
  • Figure 4-16 Addressable Markets, "Traditional" Market Research, In-Lab, In-Store
  • Figure 4-17 Addressable Markets, Online Content Evaluation, In-Lab
  • Figure 4-18 Addressable Markets, Website Development
  • Figure 4-19 Market Evolution, Traditional vs. Webcam-Based, 2015 and 2022
  • Figure 4-20 Addressable Markets, Webcam-Based Eye Tracking, Market Research
  • Figure 4-21 Addressable Markets, Other Observation
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