市場調查報告書

教育用擴增實境、虛擬實境 (AR/VR)

Augmented and Virtual Reality in Education

出版商 ABI Research 商品編碼 819738
出版日期 內容資訊 英文 25 Pages, 11 Charts
商品交期: 最快1-2個工作天內
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教育用擴增實境、虛擬實境 (AR/VR) Augmented and Virtual Reality in Education
出版日期: 2019年04月05日內容資訊: 英文 25 Pages, 11 Charts
簡介

全世界相當多的學校,已經開始導入擴增實境、虛擬實境 (AR/VR) ,作為各種科目的輔助教材。

本報告提供教育用擴增實境、虛擬實境 (AR/VR)的作用相關驗證,使用案例,優點和潛在性障礙等相關的系統性資訊。

第1章 摘要整理

第2章 市場趨勢

  • 設備
  • 成本
  • ROI
  • 穿著性能,舒適,顯示器

第3章 市場預測

  • 設備
  • 使用案例
  • 成本
  • AR市場收益
  • AR智慧眼鏡出貨台數
  • 收益:各地區
  • VR HMD市場收益、出貨台數
  • VR HMD收益、出貨台數:各尺寸規格
  • VR HMD出貨台數:各地區

第4章 應用

  • 太陽系
  • 生物結構
  • 海洋生物、野生生物
  • 虛擬現場調查
  • 語言
  • 物理現象
  • 公共演講

第5章 企業簡介

  • 軟體供應商
  • 硬體製造商

第6章 結論

刊載企業

  • AEC
  • Augment
  • ClassVR
  • Google
  • HTC
  • Jasoren
  • Lenovo
  • Mattel
  • Microsoft
  • Mira
  • Oculus
  • Qualcomm Inc
  • Unimersiv
  • Wikitude
目錄
Product Code: AN-2731

This report examines the role of Augmented Reality (AR) and Virtual Reality (VR) in Education, from kindergarten and self-learners through to university students and researchers. A considerable number of schools around the world have already begun experimenting and successfully introducing AR and VR as a supplemental learning material in a range of subjects to improve the learning journey and the learning outcome. AR and VR solutions provide numerous advantages both to educators and students and are able to alleviate many challenges that the education system is facing today, such as lack of attention/motivation and knowledge retention, as well as simply offering a much deeper level of understanding through content visualization and interaction.

With AR and VR tools, students have unique opportunities to explore historic destinations that can be difficult, expensive, or impossible to access, while remaining in the classroom. In addition, AR and VR tools allow students to gain a deeper understanding of abstract or complex subjects and phenomena that is relatively difficult to understand only by text, pictures, and video. Educators can leverage mobile devices or select AR/VR headsets that are suitable for educational content and not necessarily require significant investment, both of them provide immersive and interactive content that capture the interest of students and allow them to practice their knowledge and get a better understanding. At the same time, high end, high immersion experiences and the supporting hardware are also available if budget and need is there.

This report represents a range of educational use cases and examines in detail all the advantages and potential barriers that AR and VR solutions will face in education. Cost is the primary challenge of AR/VR tools in most markets, and especially so in education. While ROI is a primary concern for enterprise use cases, ROI in education looks different in comparison which can make it more difficult to identify actual value. Raising education efficacy, retention, and engagement among learners can be measured quantitatively through grades and overall performance, but also qualitatively in morale and approach to work, which new AR/VR experiences can track. Also analyzed are upcoming trends in hardware and software deployment for educational proposes. This includes forecasts for value chain revenues per vertical and region, hardware shipments per vertical and per form factor and AR smart glass ASPS data for education. Relevant and interesting company profiles are also included, with software providers that develop educational content and hardware players with offerings suitable for educational apps.

Table of Contents

1. EXECUTIVE OVERVIEW

  • 1.1. Why AR and VR Are Revolutionary Tools in Education
  • 1.2. Visualization
  • 1.3. Interactive Experiences
  • 1.4. Increasing Motivation and Performance
  • 1.5. Enhancing Communication
  • 1.6. Learning Opportunities for People with Physical Disabilities
  • 1.7. Access Information
  • 1.8. Ensure Safety

2. MARKET TRENDS

  • 2.1. Devices
  • 2.2. Cost
  • 2.3. ROI
  • 2.4. Wearability, Comfort, and Displays

3. MARKET FORECASTS

  • 3.1. Devices
  • 3.2. Use Cases
  • 3.3. Cost
  • 3.4. AR Market Revenues
  • 3.5. AR Smart Glasses Shipments
  • 3.6. Revenues by Region
  • 3.7. VR HMD Market Revenues and Shipments
  • 3.8. VR HMD Revenues and Shipments by Form Factor
  • 3.9. VR HMD Shipments per Region

4. APPLICATIONS

  • 4.1. Solar System
  • 4.2. Anatomy
  • 4.3. Marine Life and Wildlife
  • 4.4. Virtual Field Trips
  • 4.5. Languages
  • 4.6. Physical Phenomena
  • 4.7. Public Speaking

5. COMPANY PROFILES

  • 5.1. Software Providers
  • 5.2. Hardware Manufacturers

6. CONCLUSION

Companies Mentioned

  • AEC
  • Augment
  • ClassVR
  • Google
  • HTC
  • Jasoren
  • Lenovo
  • Mattel
  • Microsoft
  • Mira
  • Oculus
  • Qualcomm Inc
  • Unimersiv
  • Wikitude
  • a