市場調查報告書

擴增實境/虛擬實境 (AR/VR) 用手持設備的全球市場:各技術 (AR/VR技術)、各設備 (AR/VR設備)、各用途 (遊戲,醫療)、各地區的未來預測 (2016∼2022年)

Augmented & Virtual Reality Handheld Device Market: By Technology (AR Technology, VR Technology); By Device (AR Device, VR Device) Application (Gaming, Medical) & Geography-Forecast 2019-2024

出版商 IndustryARC 商品編碼 422704
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
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擴增實境/虛擬實境 (AR/VR) 用手持設備的全球市場:各技術 (AR/VR技術)、各設備 (AR/VR設備)、各用途 (遊戲,醫療)、各地區的未來預測 (2016∼2022年) Augmented & Virtual Reality Handheld Device Market: By Technology (AR Technology, VR Technology); By Device (AR Device, VR Device) Application (Gaming, Medical) & Geography-Forecast 2019-2024
出版日期: 2018年12月13日內容資訊: 英文
簡介

本報告提供全球擴增實境 (AR) 用及虛擬實境 (VR) 用手持設備 (可攜式設備)的市場相關分析,產品概要和整體市場結構,主要的推動及阻礙市場要素,設備的各類型、各技術、各用途、各地區的市場趨勢預測 (今後7年份),市場競爭概況,近來的資本交易、策略發展的動向,主要企業簡介等調查評估。

第1章 AR/VR用手持設備:市場概要

第2章 摘要整理

第3章 市場環境

  • 市場佔有率分析
  • 比較分析
    • 產品的互相比較
    • 終端用戶簡介
    • 前五名公司的財務分析

第4章 AR/VR用手持設備市場影響要素

  • 推動市場要素
  • 阻礙市場要素
  • 市場機會
  • 課題
  • 波特的五力分析

第5章 AR/VR用手持設備市場:策略分析

  • 價值鏈分析
  • 價格趨勢分析
  • 市場機會分析
  • 產品/市場生命週期分析
  • 供應商、經銷商

第6章 AR/VR用手持設備市場:設備的各類型

  • AR設備
  • VR設備

第7章 AR/VR用手持設備市場:各技術

  • AR (擴增實境) 技術
    • 標記式AR
    • 標記無式AR
  • VR (虛擬實境) 用技術
    • 非身臨其境型技術
    • 半/完全身臨其境型技術

第8章 AR/VR用手持設備市場:各用途

  • 航太、防衛
  • 遊戲、娛樂
  • 醫療
  • 商業
  • 其他

第9章 AR/VR用手持設備市場:各地區

  • 歐洲:德國、法國、義大利、西班牙、俄羅斯、英國等
  • 亞太地區:中國、印度、日本、韓國等
  • 北美:美國、加拿大、墨西哥
  • 其他的國家 (RoW):巴西等

第10章 AR/VR用手持設備市場:市場變化的方向性

  • 產業擴張
  • 技術開發
  • 企業合併、收購 (M&A),合資企業
  • 供給契約

第11章 企業簡介

第12章 附錄

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目錄

The basic difference between AR & VR is the user experience and user involvement in a situation. Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined as an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality first-hand, primarily by stimulating their vision and hearing. Currently, AR & VR technology can be experienced on a number of device types, but one of the most important categories is hand held devices. Hand held AR & VR devices are devices on which user can experience the joy of technology freely while roaming around without having to mount any devices on their head or sit around any projector or display terminal. Growing popularity and a rise in the numbers of the technology user base are expected to drive the demand for the AR & VR hand held device market during the period of study.

Geographically, North America dominated the augmented & virtual reality handheld device market driven by higher penetration of AR & VR technology in amongst its tech savvy residents, higher spending on such technologies. North America was followed by Europe and Asia-Pacific as second and third largest market for augmented & virtual reality handheld device market. Asia Pacific is projected to have the fastest growth owing to a rapidly growing technological user base in the region especially in developing nations such as China and India in this region.

This report identifies the augmented & virtual reality handheld device Market size for the years 2014-2016, and forecast of the same till the year 2022. It also highlights the market drivers, restraints, growth indicators, challenges, and other key aspects with respect to the augmented & virtual reality handheld device market.

This report segments the augmented & virtual reality handheld device market on the basis of technology, device type, application, and regional market as follows:

Augmented & Virtual reality device market research report is classified on the basis of device type. Some of the major devices covered in this report are as follows: Augmented Reality Devices, Virtual Reality Devices

Augmented & Virtual reality device Industry market research report is classified on the basis of technology. Some of the major technologies covered in this report are as follows: AR Technology (Marker-Based Augmented Reality, Markerless Augmented Reality), VR Technology (Non-Immersive Technology, Semi-Immersive & Fully-Immersive Technologies)

Augmented & Virtual reality device market research report is classified on the basis of application. Some of the major applications covered in this report are as follows: Gaming, Medical, Aerospace & Defence, Commercial and Others

This report has been further segmented into major regions, which includes detailed analysis of each region such as: North America, Europe, Asia-Pacific (APAC), and Rest of the World (RoW) covering all the major country level markets in each of the region

This report identifies all the major companies operating in the augmented & virtual reality device market. Some of the major companies' profiles in detail are as follows:

Google Inc.

Microsoft Corporation

Vuzix Corporation

Samsung Electronics Co., Ltd.

Qaulcomm Inc.

Table of Contents

1. Augmented & Virtual Reality Handheld Device Market- Overview

2. Executive Summary

3. Augmented & Virtual Reality Handheld Device Market Landscape

  • 3.1. Market Share Analysis
  • 3.2. Comparative Analysis
    • 3.2.1. Product Benchmarking
    • 3.2.2. End User Profiling
    • 3.2.3. Top 5 Financials Analysis

4. Augmented & Virtual Reality Handheld Device Market - Forces

  • 4.1. Drivers
    • 4.1.1. Increasing AR& VR technology user base in the region
    • 4.1.2. Increasing demand for AR & VR gadgets and accessories
  • 4.2. Restraints
  • 4.3. Opportunities
  • 4.4. Challenges
  • 4.5. Porter's Five Forces Analysis
    • 4.5.1. Bargaining Power of Suppliers
    • 4.5.2. Bargaining Power of Buyers
    • 4.5.3. Threat of New Entrants
    • 4.5.4. Threat of Substitutes
    • 4.5.5. Degree of Competition

5. Augmented & Virtual Reality Handheld Device Market - Strategic Analysis

  • 5.1. Value Chain Analysis
  • 5.2. Pricing Analysis
  • 5.3. Opportunities Analysis
  • 5.4. Product/Market Life Cycle Analysis
  • 5.5. Suppliers and Distributors

6. Augmented & Virtual Reality Handheld Device Market, By Device Type

  • 6.1. Augmented Reality Devices
  • 6.2. Virtual Reality Devices

7. Augmented & Virtual Reality Handheld Device Market, By Technology

  • 7.1. Augmented Reality
    • 7.1.1. Marker Based Augmented Reality
    • 7.1.2. Marker Less Augmented Reality
  • 7.2. Virtual Reality Technology
    • 7.2.1. Non-Immersive Technology
    • 7.2.2. Semi-Immersive & Fully-Immersive

8. Augmented & Virtual Reality Handheld Device Market, By Application

  • 8.1. Aerospace & Defence
  • 8.2. Gaming & Entertainment
  • 8.3. Medical
  • 8.4. Commercial
  • 8.5. Others

9. Augmented & Virtual Reality Handheld Device Market, By Geography

  • 9.1. Europe
    • 9.1.1. Germany
    • 9.1.2. France
    • 9.1.3. Italy
    • 9.1.4. Spain
    • 9.1.5. Russia
    • 9.1.6. U.K.
    • 9.1.7. Rest of Europe
  • 9.2. Asia Pacific
    • 9.2.1. China
    • 9.2.2. India
    • 9.2.3. Japan
    • 9.2.4. South Korea
    • 9.2.5. Rest of Asia-Pacific
  • 9.3. North America
    • 9.3.1. U.S.
    • 9.3.2. Canada
    • 9.3.3. Mexico
  • 9.4. Rest of the World (RoW)
    • 9.4.1. Brazil
    • 9.4.2. Rest of RoW

10. Augmented & Virtual Reality Handheld Device Market - Entropy

  • 10.1. Expansion
  • 10.2. Technological Developments
  • 10.3. Merger & Acquisitions, and Joint Ventures
  • 10.4. Supply- Contract

11. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)

  • 11.1. Google Inc.
  • 11.2. Microsoft Corporation
  • 11.3. Vuzix Corporation
  • 11.4. Samsung Electronics Co., Ltd.
  • 11.5. Qaulcomm Inc.
  • 11.6. Oculus VR Inc.
  • 11.7. Eon Reality Inc
  • 11.8. Infinity Augmented Reality Inc.
  • 11.9. Magic Leap, Inc.
  • 11.10. Blippar Inc.
  • 11.11. Daqri LLC

More than 40 Companies are profiled in this Research Report, Complete List available on Request*

"*Financials would be provided on a best efforts basis for private companies"

12. Appendix

  • 12.1. Abbreviations
  • 12.2. Sources
  • 12.3. Research Methodology
  • 12.4. Bibliography
  • 12.5. Compilation of Expert Insights
  • 12.6. Disclaimer
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